• 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