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Tianning Zang

Publications and source records attributed to Tianning Zang.

4 recordsLinked to original sources

APT-ClaritySet: A Large-Scale, High-Fidelity Labeled Dataset for APT Malware with Alias Normalization and Graph-Based Deduplication

Large-scale, standardized datasets for Advanced Persistent Threat (APT) research are scarce, and inconsistent actor aliases and redundant samples hinder reproducibility. This paper presents APT-ClaritySet and its construction pipeline that normalizes threat actor aliases (reconciling approximately 11.22\% of inconsistent names) and applies graph-feature deduplication -- reducing the subset of statically analyzable executables by 47.55\% while retaining behaviorally distinct variants. APT-ClaritySet comprises: (i) APT-ClaritySet-Full, the complete pre-deduplication collection with 34{,}363 malware samples attributed to 305 APT groups (2006 - early 2025); (ii) APT-ClaritySet-Unique, the deduplicated release with 25{,}923 unique samples spanning 303 groups and standardized attributions; and (iii) APT-ClaritySet-FuncReuse, a function-level resource that includes 324{,}538 function-reuse clusters (FRCs) enabling measurement of inter-/intra-group sharing, evolution, and tooling lineage. By releasing these components and detailing the alias normalization and scalable deduplication pipeline, this work provides a high-fidelity, reproducible foundation for quantitative studies of APT patterns, evolution, and attribution.

cs.CR

Cultivating Game Sense for Yourself: Making VLMs Gaming Experts

Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers, frequently pausing the game to analyze screens and plan action through language reasoning. However, this inefficient paradigm fundamentally restricts agents to basic and non-fluent interactions: relying on isolated VLM reasoning for each action makes it impossible to handle tasks requiring high reactivity (e.g., FPS shooting) or dynamic adaptability (e.g., ACT combat). To handle this, we propose a paradigm shift in gameplay agent design: instead of directly controlling gameplay, VLM develops specialized execution modules tailored for tasks like shooting and combat. These modules handle real-time game interactions, elevating VLM to a high-level developer. Building upon this paradigm, we introduce GameSense, a gameplay agent framework where VLM develops task-specific game sense modules by observing task execution and leveraging vision tools and neural network training pipelines. These modules encapsulate action-feedback logic, ranging from direct action rules to neural network-based decisions. Experiments demonstrate that our framework is the first to achieve fluent gameplay in diverse genres, including ACT, FPS, and Flappy Bird, setting a new benchmark for game-playing agents.

cs.CL

Facing Unknown: Open-World Encrypted Traffic Classification Based on Contrastive Pre-Training

Traditional Encrypted Traffic Classification (ETC) methods face a significant challenge in classifying large volumes of encrypted traffic in the open-world assumption, i.e., simultaneously classifying the known applications and detecting unknown applications. We propose a novel Open-World Contrastive Pre-training (OWCP) framework for this. OWCP performs contrastive pre-training to obtain a robust feature representation. Based on this, we determine the spherical mapping space to find the marginal flows for each known class, which are used to train GANs to synthesize new flows similar to the known parts but do not belong to any class. These synthetic flows are assigned to Softmax's unknown node to modify the classifier, effectively enhancing sensitivity towards known flows and significantly suppressing unknown ones. Extensive experiments on three datasets show that OWCP significantly outperforms existing ETC and generic open-world classification methods. Furthermore, we conduct comprehensive ablation studies and sensitivity analyses to validate each integral component of OWCP.

cs.CR

Feature Weaken: Vicinal Data Augmentation for Classification

Deep learning usually relies on training large-scale data samples to achieve better performance. However, over-fitting based on training data always remains a problem. Scholars have proposed various strategies, such as feature dropping and feature mixing, to improve the generalization continuously. For the same purpose, we subversively propose a novel training method, Feature Weaken, which can be regarded as a data augmentation method. Feature Weaken constructs the vicinal data distribution with the same cosine similarity for model training by weakening features of the original samples. In especially, Feature Weaken changes the spatial distribution of samples, adjusts sample boundaries, and reduces the gradient optimization value of back-propagation. This work can not only improve the classification performance and generalization of the model, but also stabilize the model training and accelerate the model convergence. We conduct extensive experiments on classical deep convolution neural models with five common image classification datasets and the Bert model with four common text classification datasets. Compared with the classical models or the generalization improvement methods, such as Dropout, Mixup, Cutout, and CutMix, Feature Weaken shows good compatibility and performance. We also use adversarial samples to perform the robustness experiments, and the results show that Feature Weaken is effective in improving the robustness of the model.

cs.CV