Preventing bots from playing online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Identifying MMORPG bots: a traffic analysis approach
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Game bot identification based on manifold learning
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
CAPTCHA: using hard AI problems for security
EUROCRYPT'03 Proceedings of the 22nd international conference on Theory and applications of cryptographic techniques
Detection of auto programs for MMORPGs
AI'05 Proceedings of the 18th Australian Joint conference on Advances in Artificial Intelligence
Analysis of Area Revisitation Patterns in World of Warcarft
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Battle of Botcraft: fighting bots in online games with human observational proofs
Proceedings of the 16th ACM conference on Computer and communications security
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
User studies: a strategy towards a successful industry-academic relationship
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Artificial neural network for bot detection system in MMOGs
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Exploiting MMORPG log data toward efficient RMT player detection
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Bot detection in rhythm games: a physiological approach
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Survey and research direction on online game security
Proceedings of the Workshop at SIGGRAPH Asia
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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.