Pessimal Print: A Reverse Turing Test
ICDAR '01 Proceedings of the Sixth International Conference on Document Analysis and Recognition
Telling humans and computers apart automatically
Communications of the ACM - Information cities
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Designing Virtual Worlds
A Theory of Fun for Game Design
A Theory of Fun for Game Design
CAPTCHA: using hard AI problems for security
EUROCRYPT'03 Proceedings of the 22nd international conference on Theory and applications of cryptographic techniques
Embedded noninteractive continuous bot detection
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Game Bot Detection Based on Avatar Trajectory
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
Detection of MMORPG bots based on behavior analysis
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Identifying MMORPG bots: a traffic analysis approach
EURASIP Journal on Advances in Signal Processing - Special issue on signal processing applications in network intrusion detection systems
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Game bot identification based on manifold learning
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Battle of Botcraft: fighting bots in online games with human observational proofs
Proceedings of the 16th ACM conference on Computer and communications security
Integrating players, reputation and ranking to manage cheating in MMOGs
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Benefits of Location-Based Access Control: A Literature Study
GREENCOM-CPSCOM '10 Proceedings of the 2010 IEEE/ACM Int'l Conference on Green Computing and Communications & Int'l Conference on Cyber, Physical and Social Computing
Bot detection in rhythm games: a physiological approach
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Information Security Tech. Report
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
Towards providing security for mobile games
Proceedings of the eighth ACM international workshop on Mobility in the evolving internet architecture
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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As multiplayer online gaming gains in economic and social importance, an increasingly large number of players is beginning to rely on bots (automated player agents) to gain unfair advantages in games. In this article we study the problem of restricting participation in online games to human players so they can enjoy the game without interference from the bots. We propose two broad approaches to prevent bots from playing online games. The first consists of seamlessly integrating software-based tests (known as reverse Turing tests or CAPTCHA tests) into online games to tell humans and computers apart. Our second contribution is to propose hardware instantiations of CAPTCHA tests. Our techniques are applicable in a wide variety of online games, from poker to "shoot'em ups." They are cost-effective, immune to cheating, and preserve the human players' enjoyment of each game. We conclude with a discussion of how approaches to deter the use of bots may complement our techniques to detect bots.