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Stream/Area:
-
Subject:
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Paper ID:
IJSREM67733
Volume:
10 |
10 |
Oct 2026
Pages:
1-8
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
Department of Cyber Security
Chikitsak Samuha's Patkar Varde College
In the modern age of technology, conventional computer security systems are like an amateur chess player learning to play chess. They are only able to react to security breaches after an intruder has already invaded the network. This creates vulnerabilities for companies whose networks are under siege by sophisticated and well planned cyberattacks. This paper presents an alternative approach to network security that uses the analogy of computer networks as a game of chess. This approach assigns values to different nodes in a network based on their importance within the network, much like different chess pieces having different values on the board. The central domain controllers that coordinate the network are analogous to the king, queens, and rooks in chess and are given higher values than the employee computers, which are the pawns of the network. By using an established chess-playing artificial intelligence algorithm called Minimax with Alpha-Beta pruning, this system is able to mimic a human grandmaster being several moves ahead of an opponent during a game of chess. The computer system mimics this ability and is designed to determine where a hacker is most likely to strike next before they even arrive at a specific node in the network. A working prototype of the pipeline — from adversary emulation through Sysmon telemetry capture, ground-truth ATT&CK technique labeling, and a search-based evaluation engine — was implemented and validated end-to-end on real, non-synthetic attack telemetry generated in a controlled testbed. This initial evaluation demonstrates the feasibility of the proposed architecture: the pipeline runs end-to-end on real, non-synthetic attack telemetry, and the resulting technique sequences support a first, paired test of the central hypothesis. However, that test does not support the hypothesis: on 35 next-step predictions drawn from two sequences, the depth-3 minimax engine and a static kill-chain baseline performed identically, and a paired significance test found no difference between them. This paper therefore does not demonstrate that game-theoretic lookahead outperforms reactive, rule-based detection; it reports a working testbed and evaluation protocol, an honest first test of the idea, and the specific design and data limitations — discussed in full — that a larger, statistically powered study would need to address before that broader claim could be made.
KEYWORDS
This paper described a testbed and pipeline that turn emulated attacks into ATT&CK-labeled sequences, a depth-3 alpha-beta minimax engine that predicts the next technique, and a static kill-chain baseline, and used them to test whether lookahead improves next-step prediction. On 35 prediction steps drawn from two sequences the two systems performed identically: neither predicted the exact technique at any step, and each was right at the tactic level once. The paired tests show no significant difference, so H1 is not supported by this dataset. The pilot does not show that lookahead helps, and it does not show that it fails to help. The small sample, the hand-set scoring, the absence of transition information and the mixed session data limit what can be concluded, and the engine mostly returned a single high-value technique. What the work does provide is a working pipeline, an evaluation protocol that can be reused with more data, and a record of the design and data problems to avoid. The next steps are a larger and more varied corpus, transition statistics learned from data, stronger baselines and hyperparameters fixed in advance (Section V-E).
[1] MITRE Corporation, “Caldera: A scalable, automated adversary emulation platform,” software. [Online]. Available: https://github.com/mitre/caldera [2] Microsoft, “Sysmon,” Sysinternals documentation, Microsoft Learn. [3] B. E. Strom, A. Applebaum, D. P. Miller, K. C. Nickels, A. G. Pennington, and C. B. Thomas, “MITRE ATT&CK: Design and philosophy,” MITRE Corporation, Technical Report, 2018. [4] X. Ou, S. Govindavajhala, and A. W. Appel, “MulVAL: A logic-based network security analyzer,” in Proc. 14th USENIX Security Symposium, 2005, pp. 113–128. [5] X. Ou, W. F. Boyer, and M. A. McQueen, “A scalable approach to attack graph generation,” in Proc. 13th ACM Conf. on Computer and Communications Security (CCS), 2006, pp. 336–345. [6] M. Tambe, Security and Game Theory: Algorithms, Deployed Systems, Lessons Learned. Cambridge, U.K.: Cambridge University Press, 2011. [7] J. Pawlick, E. Colbert, and Q. Zhu, “A game-theoretic taxonomy and survey of defensive deception for cybersecurity and privacy,” ACM Computing Surveys, vol. 52, no. 4, pp. 1–28, 2019. [8] B. Collins, S. Xu, and P. N. Brown, “Game-theoretic cybersecurity: The good, the bad and the ugly,” arXiv preprint arXiv:2401.13815, 2024. [9] L. Yang, Z. Chen, C. Wang, Z. Zhang, S. Booma, P. Cao, C. Adam, A. Withers, Z. Kalbarczyk, R. K. Iyer, and G. Wang, “True attacks, attack attempts, or benign triggers? An empirical measurement of network alerts in a security operations center,” in Proc. 33rd USENIX Security Symposium, 2024, pp. 1525–1542. [10] C. E. Shannon, “Programming a computer for playing chess,” Philosophical Magazine, ser. 7, vol. 41, no. 314, pp. 256–275, 1950.
Publication Date
10/8/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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