Skip to main content
Log in

Dynamic Bayesian approach for detecting cheats in multi-player online games

  • Regular Paper
  • Published:
Multimedia Systems Aims and scope Submit manuscript

Abstract

Massively multi-player games hold a huge market in the digital entertainment industry. Companies invest heavily in game developments since a successful online game can attract millions of users, and this translates to a huge investment payoff. However, multi-player online games are also subjected to various forms of “hacks” and “cheats”. Hackers can alter the graphic rendering to reveal information otherwise be hidden in a normal game, or cheaters can use software robots to play the game automatically and thus gain an unfair advantage. To overcome these problems, some popular online games release software patches constantly to block “known” hacks or incorporate anti-cheating software to detect “known” cheats. This not only creates deployment difficulty but new cheats will still be able to breach the normal game logic until software patches or updates of the anti-cheating software are available. Moreover, the anti-cheating software themselves are also vulnerable to hacks. In this paper, we propose a “scalable” and “efficient” method to detect whether a player is cheating or not. The methodology is based on the dynamic Bayesian network approach. The detection framework relies solely on the game states and runs in the game server only. Therefore, it is invulnerable to hacks and it is a much more deployable solution. To demonstrate the effectiveness of the proposed method, we have implemented a prototype multi-player game system to detect whether a player is using any “aiming robot” for cheating or not. Experiments show that the proposed method can effectively detect cheaters on a first-person shooter game with extremely low false positive rate. We believe the proposed methodology and the prototype system provide a first step toward a systematic study of cheating detection and security research in the area of online multi-player games.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  1. Admins, U.: Official HLGuard discussion forum. http://forums.unitedadmins.com/index.php?showtopic=36652 (2004)

  2. Admins, U.: Official HLGuard discussion forum. http://forums.unitedadmins.com/index.php?showtopic=44059 (2004)

  3. Balance, E.: Official PunkBuster website. http://www.evenbalance.com (2007)

  4. Baughman, N.E., Levine, B.N.: Cheat-proof playout for centralized and distributed online games. In: Proceedings of IEEE INFOCOM 2001, pp. 104–113 (2001)

  5. Chen, B.D., Maheswaran, M.: A cheat controlled protocol for centralized online multiplayer games. In: Proceedings of 3rd ACM SIGCOMM workshop on network and system support for games, 30 August 2004. Portland, pp. 139–143 (2004)

  6. Entertainment, B.: Battle.net. http://www.battle.net (2002)

  7. Eric Cronin, B.F., Jamin, S.: Cheat-proofing dead reckoned multiplayer games. In: Proceedings of 2nd International Conference on Application and Development of Computer Games, January (2003)

  8. Golle, P., Ducheneaut, N.: Keeping bots out of online games. In: Proceedings of the ACM SIGCHI International Conference on Advances in Computer Entertainment Technology. Valencia, 15–17 June (2005)

  9. Lui, J.C.S.: Constructing communication subgraphs and deriving an optimal synchronization interval for distributed virtual environment systems. IEEE Trans. Knowl. Data Eng. 13(5), 778–792 (2001)

    Article  Google Scholar 

  10. Margaret DeLap Bjorn Knutsson, H.L.O.S.U.S.I.L.C.T.: Is runtime verification applicable to cheat detection. In: Proceedings of ACM Netgames, pp. 134–138 (2004)

  11. Official website, C.: Rules 6.40 Anti-Cheat information. http://www.caleague.com/?division=csac&page=rules#6.40 (2007)

  12. Pritchard, M.: How to hurt the hackers: The scoop on internet cheating and how you can combat it. In: Information and Security Bulletin, February (2001)

  13. Project, T.Z.: Official HLGuard website. http://www.thezproject.org (2007)

  14. Space, S.: Internet research reports. http://www.securityspace.com/s_survey/data (2004)

  15. The New York Times: Conqueror in a war of virtual worlds. http://www.nytimes.com/2005/09/06/arts/design/06worl.html?ex=1283659200&en=7057c2e17780c600&ei=5090 (2005)

  16. von Ahn, L., Blum, M., Hopper, N.J., Langford, J.: Captcha: Using hard ai problems for security, Eurocrypt pp. 294–311 (2003)

  17. van Oortmerssen, W.: Cube. http://www.cubeengine.com (2004)

  18. Wikipedia: Counter-Strike. http://en.wikipedia.org/wiki/Counter-Strike (2007)

  19. Wikipedia: Valve Anti-Cheat. http://en.wikipedia.org/wiki/Valve_Anti-Cheat (2007)

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to John C. S. Lui.

Additional information

Communicated by Wu-Chi Feng.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Yeung, S.F., Lui, J.C.S. Dynamic Bayesian approach for detecting cheats in multi-player online games. Multimedia Systems 14, 221–236 (2008). https://doi.org/10.1007/s00530-008-0113-5

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s00530-008-0113-5

Keywords

Navigation