DocumentCode
1310451
Title
Game Bot Detection via Avatar Trajectory Analysis
Author
Pao, Hsing-Kuo ; Chen, Kuan-Ta ; Chang, Hong-Chung
Author_Institution
Dept. of Comput. Sci. & Inf. Eng., Nat. Taiwan Univ. of Sci. & Technol., Taipei, Taiwan
Volume
2
Issue
3
fYear
2010
Firstpage
162
Lastpage
175
Abstract
The objective of this work is to automatically detect the use of game bots in online games based on the trajectories of account users. Online gaming has become one of the most popular Internet activities in recent years, but cheating activity, such as the use of game bots, has increased as a consequence. Generally, the gaming community disapproves of the use of bots, as users may obtain unreasonable rewards without making corresponding efforts. However, game bots are hard to detect because they are designed to simulate human game playing behavior and they follow game rules exactly. Existing methods cannot solve the problem as the differences between bot and human trajectories are generally hard to describe. In this paper, we propose a method for detecting game bots based on some dissimilarity measurements between the trajectories of either bots or human users. The measurements are combined with manifold learning and classification techniques for detection; and the approach is generalizable to any game in which avatars´ movements are controlled by the players directly. Through real-life data traces, we observe that the trajectories of bots and humans are very different. Since certain human behavior patterns are difficult to mimic, the characteristic can be used as a signature for bot detection. To evaluate the proposed scheme´s performance, we conduct a case study of a popular online game called Quake 2. The results show that the scheme can achieve a high detection rate or classification accuracy on a short trace of several hundred seconds.
Keywords
Internet; computer games; robots; Internet activities; avatar trajectory analysis; game bot detection; human behavior patterns; manifold learning; online games; Accuracy; Avatars; Games; Humans; Manifolds; Markov processes; Trajectory; Behavior analysis; bot detection; cheating; manifold learning; online games; similarity measure; trajectory;
fLanguage
English
Journal_Title
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher
ieee
ISSN
1943-068X
Type
jour
DOI
10.1109/TCIAIG.2010.2072506
Filename
5560779
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