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AlphaFuzz: Evolutionary Mutation-based Fuzzing as Monte Carlo Tree Search

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 Added by Yiru Zhao
 Publication date 2021
and research's language is English




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Fuzzing is becoming more and more popular in the field of vulnerability detection. In the process of fuzzing, seed selection strategy plays an important role in guiding the evolution direction of fuzzing. However, the SOTA fuzzers only focus on individual uncertainty, neglecting the multi-factor uncertainty caused by both randomization and evolution. In this paper, we consider seed selection in fuzzing as a large-scale online planning problem under uncertainty. We propose mytool which is a new intelligent seed selection strategy. In Alpha-Fuzz, we leverage the MCTS algorithm to deal with the effects of the uncertainty of randomization and evolution of fuzzing. Especially, we analyze the role of the evolutionary relationship between seeds in the process of fuzzing, and propose a new tree policy and a new default policy to make the MCTS algorithm better adapt to the fuzzing. We compared mytool with four state-of-the-art fuzzers in 12 real-world applications and LAVA-M data set. The experimental results show that mytool could find more bugs on lava-M and outperforms other tools in terms of code coverage and number of bugs discovered in the real-world applications. In addition, we tested the compatibility of mytool, and the results showed that mytool could improve the performance of existing tools such as MOPT and QSYM.



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The combination of Monte-Carlo tree search (MCTS) with deep reinforcement learning has led to significant advances in artificial intelligence. However, AlphaZero, the current state-of-the-art MCTS algorithm, still relies on handcrafted heuristics that are only partially understood. In this paper, we show that AlphaZeros search heuristics, along with other common ones such as UCT, are an approximation to the solution of a specific regularized policy optimization problem. With this insight, we propose a variant of AlphaZero which uses the exact solution to this policy optimization problem, and show experimentally that it reliably outperforms the original algorithm in multiple domains.
Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during the self-play phase of AlphaZero (AZ) training, a balance needs to be reached between accurate state estimation and more MCTS simulations, both of which are critical for a strong game playing agent. Typically, larger DNNs are better at generalization and accurate evaluation, while smaller DNNs are less costly, and therefore can lead to more MCTS simulations and bigger search trees with the same budget. This paper introduces a new method called the multiple policy value MCTS (MPV-MCTS), which combines multiple policy value neural networks (PV-NNs) of various sizes to retain advantages of each network, where two PV-NNs f_S and f_L are used in this paper. We show through experiments on the game NoGo that a combined f_S and f_L MPV-MCTS outperforms single PV-NN with policy value MCTS, called PV-MCTS. Additionally, MPV-MCTS also outperforms PV-MCTS for AZ training.
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