Battle of Botcraft: fighting bots in online games with human observational proofs
Proceedings of the 16th ACM conference on Computer and communications security
Group movement in World of Warcraft Battlegrounds
International Journal of Advanced Media and Communication
Artificial neural network for bot detection system in MMOGs
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Server-side verification of client behavior in online games
ACM Transactions on Information and System Security (TISSEC)
Bot detection in rhythm games: a physiological approach
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Development of embedded CAPTCHA elements for bot prevention in fischer random chess
International Journal of Computer Games Technology
Survey and research direction on online game security
Proceedings of the Workshop at SIGGRAPH Asia
Technical Section: PLATO: A visual analytics system for gameplay data
Computers and Graphics
Hi-index | 0.00 |
One of the greatest threats that massive multiplayer online games (MMOGs) face today is botting, a form of cheating in which a player uses a script to automate actions in a game without actually playing. This has a severe adverse effect on honest players and impacts their motivation to continue the game, threatening online game providers' subscription-based business model. However, if game companies make an effort at all to automatically detect bots, it's usually through signature checking for suspicious programs on the client side, essentially relying on information from an untrusted source beyond their control. To address the problem, we propose an automated approach to detect bots on the server side, solely based on character activity. Our approach is completely transparent to the end user and exploits the fact that bots follow a script that guides them through the virtual world. More precisely, by analyzing a character's movement data, we can extract waypoints and detect repeated paths. This allows us to find movement patterns that appear frequently, indicating that a character is controlled by a script and not a human player.