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Detection of MMORPG bots based on behavior analysis

Published: 03 December 2008 Publication History

Abstract

Game bots, i.e., autoplaying game clients, are currently causing troubles to both game publishers and bona fide players of Massively Multiplayer Online Role-Playing Games (MMORPGs). Use of game bots leads to collapse of game balance, decrease of player satisfaction, and even retirement from game. To prevent this, in-game polices, played by actual human players or game masters, often roam around game zones and individually question suspicious players, which is obviously laborious and ineffective task. In contrast to other work on automatic detection of MMORPG game bots based on the window events such as keystrokes, the game traffic, and the CAPTCHA test, our research focuses on log typically recorded by game publishers for database rollback. In particular, our research is based on discrepancies in action frequencies and action types in the log between human and bot characters. We propose the bot-detection methodology consisting of two stages. In the first stage an unknown character will be classified as "bot" if its frequencies of particular actions are much higher than those of known human characters. In the second stage, the rest of characters will be classified by the support vector machine classifier based on their action types. We evaluate the proposed methodology using game log of a Korean MMORPG titled Cabal Online and confirm its effectiveness.

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Cited By

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  • (2024)Game Bot Detection on Massive Multiplayer Online Role-Playing Games (MMORPGs) SystemsEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_237(741-744)Online publication date: 5-Jan-2024
  • (2023)Extracting Threat Intelligence From Cheat Binaries For Anti-CheatingProceedings of the 26th International Symposium on Research in Attacks, Intrusions and Defenses10.1145/3607199.3607211(17-31)Online publication date: 16-Oct-2023
  • (2023)Deep learning applications in games: a survey from a data perspectiveApplied Intelligence10.1007/s10489-023-05094-253:24(31129-31164)Online publication date: 4-Dec-2023
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Published In

cover image ACM Conferences
ACE '08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
December 2008
427 pages
ISBN:9781605583938
DOI:10.1145/1501750
  • General Chairs:
  • Masa Inakage,
  • Adrian David Cheok
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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New York, NY, United States

Publication History

Published: 03 December 2008

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Author Tags

  1. action frequency
  2. action type
  3. game bot
  4. online game

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2024)Game Bot Detection on Massive Multiplayer Online Role-Playing Games (MMORPGs) SystemsEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_237(741-744)Online publication date: 5-Jan-2024
  • (2023)Extracting Threat Intelligence From Cheat Binaries For Anti-CheatingProceedings of the 26th International Symposium on Research in Attacks, Intrusions and Defenses10.1145/3607199.3607211(17-31)Online publication date: 16-Oct-2023
  • (2023)Deep learning applications in games: a survey from a data perspectiveApplied Intelligence10.1007/s10489-023-05094-253:24(31129-31164)Online publication date: 4-Dec-2023
  • (2022)Quick and easy game bot detection based on action time interval estimationETRI Journal10.4218/etrij.2022-0089Online publication date: 4-Dec-2022
  • (2022)Effective Bots’ Detection for Online Smartphone Game Using Multilayer Perceptron Neural NetworksSecurity and Communication Networks10.1155/2022/94294752022Online publication date: 1-Jan-2022
  • (2022)Cashflow Tracing: Detecting Online game bots leveraging financial analysis with Recurrent Neural NetworksExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558329(189-195)Online publication date: 2-Nov-2022
  • (2022)FingFormer: Contrastive Graph-based Finger Operation Transformer for Unsupervised Mobile Game Bot DetectionProceedings of the ACM Web Conference 202210.1145/3485447.3512272(3367-3375)Online publication date: 25-Apr-2022
  • (2022)Semisupervised Game Player Categorization From Very Big Behavior Log DataIEEE Transactions on Systems, Man, and Cybernetics: Systems10.1109/TSMC.2021.306654552:6(3419-3430)Online publication date: Jun-2022
  • (2022)AntiMSA: A framework for detecting malicious software agents in online multiplayer games2022 IEEE 18th International Conference on Intelligent Computer Communication and Processing (ICCP)10.1109/ICCP56966.2022.10053949(283-288)Online publication date: 22-Sep-2022
  • (2022)Cheating and Detection Method in Massively Multiplayer Online Role-Playing Game: Systematic Literature ReviewIEEE Access10.1109/ACCESS.2022.317211010(49050-49063)Online publication date: 2022
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