Is runtime verification applicable to cheat detection?
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Distribution of online hardcore player behavior: (how hardcore are you?)
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Embedded noninteractive continuous bot detection
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
User identification based on game-play activity patterns
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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
Game bot identification based on manifold learning
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
On the impacts of human interactions in MMORPG traffic
Multimedia Tools and Applications
Battle of Botcraft: fighting bots in online games with human observational proofs
Proceedings of the 16th ACM conference on Computer and communications security
A collusion-resistant automation scheme for social moderation systems
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Effects of user behavior on MMORPG traffic
ICC'09 Proceedings of the 2009 IEEE international conference on Communications
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Cheating Prevention in Virtual Worlds: Software, Economic, and Law Aspects
Proceedings of the 2010 conference on New Trends in Software Methodologies, Tools and Techniques: Proceedings of the 9th SoMeT_10
Server-side verification of client behavior in online games
ACM Transactions on Information and System Security (TISSEC)
Adaptare: Supporting automatic and dependable adaptation in dynamic environments
ACM Transactions on Autonomous and Adaptive Systems (TAAS)
Survey and research direction on online game security
Proceedings of the Workshop at SIGGRAPH Asia
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MMORPGs have become extremely popular among network gamers. Despite their success, one of MMORPG's greatest challenges is the increasing use of game bots, i.e., auto-playing game clients. The use of game bots is considered unsportsmanlike and is therefore forbidden. To keep games in order, game police, played by actual human players, often patrol game zones and question suspicious players. This practice, however, is labor-intensive and ineffective. To address this problem, we analyze the traffic generated by human players vs. game bots and propose solutions to automatically identify game bots.Taking Ragnarok Online, one of the most popular MMOGs, as our subject, we study the traffic generated by mainstream game bots and human players. We find that their traffic is distinguishable by: 1) the regularity in the release time of client commands, 2) the trend and magnitude of traffic burstiness in multiple time scales, and 3) the sensitivity to network conditions. We propose four strategies and two integrated schemes to identify bots. For our data sets, the conservative scheme completely avoids making false accusations against bona fide players, while the progressive scheme tracks game bots down more aggressively. Finally, we show that the proposed methods are generalizable to other games and robust against counter-measures from bot developers.