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Identifying MMORPG bots: a traffic analysis approach

Published: 14 June 2006 Publication History

Abstract

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.

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Cited By

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  • (2023)BEAT: Behavior Evaluation and Anomaly Tracking, Game Bot Detection Framework in RPG GamesProceedings of the 2023 6th International Conference on Algorithms, Computing and Artificial Intelligence10.1145/3639631.3639683(309-318)Online publication date: 22-Dec-2023
  • (2018)Gamers' Behaviour and Communication Analysis in Massively Multiplayer Online Games: A Survey2018 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC)10.1109/DGRC.2018.8712055(61-69)Online publication date: Nov-2018
  • (2018)A Machine Learning Approach for Game Bot Detection Through Behavioural FeaturesSoftware Technologies10.1007/978-3-319-93641-3_6(114-134)Online publication date: 8-Jun-2018
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cover image ACM Conferences
ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
June 2006
572 pages
ISBN:1595933808
DOI:10.1145/1178823
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 14 June 2006

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Author Tags

  1. game bot
  2. online games
  3. traffic burstiness

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Cited By

View all
  • (2023)BEAT: Behavior Evaluation and Anomaly Tracking, Game Bot Detection Framework in RPG GamesProceedings of the 2023 6th International Conference on Algorithms, Computing and Artificial Intelligence10.1145/3639631.3639683(309-318)Online publication date: 22-Dec-2023
  • (2018)Gamers' Behaviour and Communication Analysis in Massively Multiplayer Online Games: A Survey2018 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC)10.1109/DGRC.2018.8712055(61-69)Online publication date: Nov-2018
  • (2018)A Machine Learning Approach for Game Bot Detection Through Behavioural FeaturesSoftware Technologies10.1007/978-3-319-93641-3_6(114-134)Online publication date: 8-Jun-2018
  • (2017)A time series classification approach to game bot detectionProceedings of the 7th International Conference on Web Intelligence, Mining and Semantics10.1145/3102254.3102263(1-11)Online publication date: 19-Jun-2017
  • (2013)Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play StylesETRI Journal10.4218/etrij.13.2013.004935:6(1058-1067)Online publication date: 4-Dec-2013
  • (2013)An Analysis of Players and Bots Behaviors in MMORPGProceedings of the 2013 IEEE 27th International Conference on Advanced Information Networking and Applications10.1109/AINA.2013.108(870-876)Online publication date: 25-Mar-2013
  • (2012)Survey and research direction on online game securityProceedings of the Workshop at SIGGRAPH Asia10.1145/2425296.2425300(19-25)Online publication date: 26-Nov-2012
  • (2012)AdaptareACM Transactions on Autonomous and Adaptive Systems10.1145/2240166.22401687:2(1-25)Online publication date: 30-Jul-2012
  • (2012)Automatic Detection of Compromised Accounts in MMORPGsProceedings of the 2012 International Conference on Social Informatics10.1109/SocialInformatics.2012.69(222-227)Online publication date: 14-Dec-2012
  • (2012)Identifying Artificial Actors in E-Dating: A Probabilistic Segmentation Based on Interactional Pattern AnalysisChallenges at the Interface of Data Analysis, Computer Science, and Optimization10.1007/978-3-642-24466-7_33(319-327)Online publication date: 5-Jan-2012
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