DocumentCode :
1618967
Title :
Sequence-based bot detection in massive multiplayer online games
Author :
Platzer, Christian
Author_Institution :
Secure Syst. Lab., Vienna Univ. of Technol., Vienna, Austria
fYear :
2011
Firstpage :
1
Lastpage :
5
Abstract :
With the growing popularity of massive multiplayer online games (MMOG), the demand to protect these games and especially the participating players is increasing likewise. In this paper, we discuss a sequence-based solution to protect online games from being exploited by fully automated bots. Our research is based on various commercial and non-commercial bot implementations for the renowned game World of Warcraft. Our evaluation suggests, that a sequence-based detection technique is applicable even for mildly skilled players and effectively protects online games from a negative impact on game economics that causes both, grief to casual gamers and destroys game balance. Our implementation is fit to be deployed on either client- or server side, posing the first player-usable bot detection tool for World of Warcraft.
Keywords :
computer games; client-server side; commercial bot implementation; first player-usable bot detection tool; fully automated bots; game balance; game economics; massive multiplayer online games protection; noncommercial bot implementation; renowned game World of Warcraft; sequence-based bot detection; sequence-based detection technique; sequence-based solution; Avatars; Companies; Games; Humans; Measurement; Security; Servers;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Information, Communications and Signal Processing (ICICS) 2011 8th International Conference on
Conference_Location :
Singapore
Print_ISBN :
978-1-4577-0029-3
Type :
conf
DOI :
10.1109/ICICS.2011.6174239
Filename :
6174239
Link To Document :
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