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Identifying MMORPG Bots: A Traffic Analysis Approach By Kuan-Ta Chen, Jhih-Wei Jiang, Polly Huang, Hao- Hua Chu, Chin-Laung Lei, and Wen-Chin Chen Presented by Curtis Mirci
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Why would anyone use a bot?
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Why are bots a problem? Who’s used a bot? Macro’s and Scripting
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Main methods used to detect Human Interaction Command Timing Trend of Traffic “Burstiness” Magnitude of Traffic “Burstiness” Sensitivity to Network Conditions
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Human Interaction Using moderators or GMs to check Having trusted players tattle Problems?
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Command Timing Bot programs have a certain timing thanks to their main loop. Two tests in here –Multimodality Test –Regularity Test What are they?
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Command Timing Multimodality –Easy, use the Dip test! (mentioned in other papers.... ) Regularity –It’s a bot if the Fuller’s statistic is significant at 0.01
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Trend of Traffic Burstiness What is Burstiness? –Packet count sent in successive periods Bots have smoother burstiness
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Magnitude of Burstiness Uses a cross-point to display how smooth the traffic is Bot if smaller than 10 seconds This give a minimum false +
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Reaction to Network Conditions Humans will slow down if the game does Bots won’t Human Bot
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So what should we do? False+False-Correct Rate Timing?<5%>95% Burstiness Trend ?<5%>95% Burstiness Magnitude <5%?~75% Connection Reaction ???
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Now that we know... How can we build a better bot? How can we defend against this better bot? Will the cycle ever end?
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