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PeAR: A Static Binary Rewriting Framework for Binary-Only Fuzzing

The paper introduces PeAR, a static binary rewriting framework that demonstrates static instrumentation is a practical and effective alternative to dynamic instrumentation for binary-only fuzzing, achieving high target compatibility, significant performance gains through persistent mode, and coverage comparable to compiler-based methods.

Original authors: Alvin Charles, Adrian Herrera, Peter Oslington, Alwen Tiu

Published 2026-06-02
📖 4 min read☕ Coffee break read

Original authors: Alvin Charles, Adrian Herrera, Peter Oslington, Alwen Tiu

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are a security guard trying to find hidden traps in a locked, mysterious building (a piece of software). You can't see the blueprints (the source code), so you have to guess where the traps might be by throwing thousands of different objects at the doors and walls to see what breaks. This process is called fuzzing.

To know if you've found a new spot to test, you need a way to track which parts of the building you've already visited. Usually, the building's architect (the compiler) installs little sensors (instrumentation) to count your steps. But since you don't have the blueprints, you have to install these sensors yourself after the building is already built.

There are two main ways to do this:

  1. The "Live" Method (Dynamic): You hire a team of workers to stand inside the building while you throw objects. They watch everything and write it down. It's very accurate, but the workers are slow and get in the way, making the whole process much slower.
  2. The "Pre-Game" Method (Static): You sneak in before the building opens, modify the walls to include your sensors, and then lock it up. This is much faster because the sensors are part of the building itself. However, it's risky. If you guess the wall structure wrong, you might break the building or miss the traps entirely.

For a long time, people thought the "Live" method was the only safe choice because the "Pre-Game" method was considered too clumsy and error-prone.

Enter PeAR: The Master Renovator

The authors of this paper built a new tool called PeAR. Think of PeAR as a highly skilled, automated renovation crew that can sneak into a finished building, accurately map out the walls, and install high-tech sensors without breaking anything.

They wanted to prove that the "Pre-Game" method isn't just a risky gamble anymore; it can be just as good as the "Live" method, but much faster.

What Makes PeAR Special?

Most previous renovation crews (older tools) could only install basic sensors. They couldn't handle the fancy tricks that modern security guards use to work faster. PeAR, however, is built on a new, reliable map-making system (called GTIRB) that allows it to do three advanced tricks:

  1. The "No-Reset" Loop (Persistent Mode):

    • The Old Way: Every time you throw a rock, the crew has to kick you out, rebuild the door, and let you back in. This takes forever.
    • The PeAR Way: PeAR installs a special hallway where you can throw 1,000 rocks in a row without ever leaving the building. You just reset the room between throws. This makes the process incredibly fast.
  2. The "Skip the Setup" Trick (Deferred Initialization):

    • The Old Way: Some buildings have a long, boring security check at the entrance (loading libraries, checking configs) before you can even start throwing rocks.
    • The PeAR Way: PeAR cuts the building open and lets you start throwing rocks after the boring setup is done. You skip the waiting line every time.
  3. The "Telepathic Handoff" (Shared Memory Fuzzing):

    • The Old Way: You have to write your rock on a piece of paper, walk to a mailbox, put it in, and the building has to open the mailbox to read it. This is slow.
    • The PeAR Way: PeAR installs a direct tube between your hand and the building's hand. You pass the rock directly through the air. No paper, no mailbox, no waiting.

The Big Test

The authors put PeAR to the test against other tools using a famous obstacle course called FuzzBench, which contains 25 different complex software programs. They ran the tests for a massive amount of time (equivalent to 4.25 years of continuous computer processing).

Here is what they found:

  • Reliability: PeAR successfully modified 22 out of 25 buildings. This is just as good as the best other "Pre-Game" tools and proves that you don't need to break the building to install the sensors.
  • Speed: When PeAR used its fancy tricks (the "No-Reset" loop and "Telepathic Handoff"), it became 4 times faster than its basic version. It was significantly faster than any other "Pre-Game" tool.
  • Accuracy: Even though it was faster, PeAR didn't miss any traps. It found just as many hidden paths (code coverage) as the slow "Live" method and the tools that use blueprints.

The Bottom Line

The paper concludes that the "Pre-Game" method (Static Binary Instrumentation) is no longer a risky, slow, or inaccurate option. With the right tools like PeAR, you can modify closed software to find bugs quickly and accurately, without needing the original blueprints. PeAR proves that you can have the speed of a renovation crew with the precision of a live observer.

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