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Battle of Botcraft: Fighting Bots in Online Games with Human Observational Proofs Steven Gianvecchio, Zhenyu Wu, Mengjun Xie, and Haining Wang
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Outline Background Game Playing Characterization HOP System Experiments Limitations Conclusion
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Outline Background Game Playing Characterization HOP System Experiments Limitations Conclusion
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Background Online Games In 2008, online game revenues $7.6B about half from massively multiplayer online games (MMOGs) ex. World of Warcraft (WoW) MMOG currency trades for real currency players can make real money A major problem is cheating
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Background Game Bots A common cheat is use of game bots able to amass game currency cause hyper-inflation To combat bots process monitors, ex. Warden for WoW human interactive proofs (HIPs) legal action
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Background Game Bots Glider – a popular WoW bot controls game via mouse / keyboard APIs uses profiles, i.e., configurations and waypoints able to evade Warden Blizzard sued MDY (maker of Glider) awarded $6.5M
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Outline Background Game Playing Characterization HOP System Experiments Limitations Conclusion
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Game Playing Characterization Input Data Collection World of Warcraft game RUI program (with modifications) records user-input events converts events to user-input actions ex. move + move + press + release = point-and-click computes user-input action statistics
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Game Playing Characterization Game Bot 10 Glider profiles (configurations and waypoints) 40 hours half with warrior and half with mage levels 1 to mid-30s
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Human 30 humans 55 hours Game Playing Characterization
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Human well fit by Pareto distribution Game Bot more fast keystrokes signs of periodic timing Keystroke Inter-arrival Time Distribution
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Human fewer very short keystrokes 3.9% shorter than.12 secs Game Bot 36.9% shorter than.12 secs more signs of periodic timing Keystroke Duration Distribution
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Human highly-variable speed at all displacements Game Bot linear speed increases high-speed moves with zero displacment Point-and-Click Speed vs. Displacement
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Human decays exponentially only 14.1% of movements have 1.0 efficiency Game Bot 81.7% of movements have 1.0 efficiency Point-and-Click / Drag-and-Drop Movement Efficiency
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Game Bot no correlation between speed and direction Average Velocity for Point-and-Click
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Human diagonal, symmetric, and bounded diagonals faster than horizontal / vertical Average Velocity for Point-and-Click
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Outline Background Game Playing Characterization HOP System Experiments Limitations Conclusion
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HOP System A behavioral approach human observational proofs (HOPs) The idea: certain tasks are difficult for a bots to perform like a human passively observe differences HOP-based game bot defense system continuous monitoring transparent to users
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HOP System Client-Side Exporter transmits user-input actions Server-Side Analyzer processes and decides: bot or human
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HOP System Neural Network Inputs 1. duration 2. distance 3. displacement 4. move efficiency 5. speed 6. angle 7. virtual key # of inputs = # of actions * 7
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HOP System Neural Network Output – human or bot Decision Maker “Votes” on series of outputs ex. {bot + bot + human} = bot
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Outline Background Game Playing Characterization HOP System Experiments Limitations Conclusion
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Experiments Experimental Setup 30 human players, 55 hours 10 Glider profiles, 40 hours 10-fold cross validation test on a bot or human not in training set 10 different training sets
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Experiments HOP System 1.# of actions (input to neural network) 2.# of nodes (in neural network) 3.threshold x (on neural network output) > x is bot, <= x is human 4.# of outputs per decision ex. {bot + bot + human} = bot
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Experiments Configure 1. # of actions and 2. # of nodes 4 actions with 40 nodes TPR and TNR vs. # of Nodes and # of Accumulated Actions
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Experiments Configure 3. threshold and 4. # of outputs threshold 0.75 with 9 outputs per decision TPR and TNR vs. Threshold and # of Accumulated Outputs
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Experiments Detection Results Configured System 4 actions, 40 nodes, threshold 0.75, 9 outputs Glider – avg. true positive rate of 0.998 Humans – true negative rate of 1.000 True Positive Rates for Bots
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Experiments Decision Time # of action * time per action avg. 39.60 seconds Decision Time Distribution
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Experiments Detection of Other Game Bots MMBot in Diablo 2 different bot, different game without retraining the neural network MMBot – true positive rate of 0.864 Humans – true negative rate of 1.000
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Outline Background Game Playing Characterization HOP System Experiments Limitations Conclusion
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Limitations Experimental Limitations Size 30 not enough Lab vs. Home mostly in-lab Character equipment / levels Other bots and games
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Limitations (cont.) Potential Evasion Interfere with client-side exporter block user-input stream manipulate user-input stream Mimic human behavior replay attacks model human user-input
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Conclusion Game Play Characterization 95 hours of user-input traces bots behave differently than humans HOP System exploits behavioral differences compared to HIPs, HOPs are transparent and continuous detects 99% of bots with no false positives raises the bar for attacks
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Questions? Thank You!
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Questions? Thank You!
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Questions? Thank You!
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Experiments System Overhead Memory per user = 4 actions * 16 bytes + 16 outputs * 1 bit = 66B server with 5,000 users = 330KB CPU – P4 Xeon 3.0Ghz 95 hours of traces in 385ms = ~296 hours/sec server with 5,000 users = ~1.4 hours/sec
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