Presentation is loading. Please wait.

Presentation is loading. Please wait.

Battle of Botcraft: Fighting Bots in Online Games withHuman Observational Proofs Steven Gianvecchio, Zhenyu Wu, Mengjun Xie, and Haining Wang The College.

Similar presentations


Presentation on theme: "Battle of Botcraft: Fighting Bots in Online Games withHuman Observational Proofs Steven Gianvecchio, Zhenyu Wu, Mengjun Xie, and Haining Wang The College."— Presentation transcript:

1 Battle of Botcraft: Fighting Bots in Online Games withHuman Observational Proofs Steven Gianvecchio, Zhenyu Wu, Mengjun Xie, and Haining Wang The College of William and Mary, USA ACM CCS 2009

2 OUTLINE 1. Introduction 2. Background 3. Related Work 4. Game Playing Characterization 5. HOP System 6. Experiments 7. Limitations 8. Conclusion

3 1. Introduction  About online games :  $7.6 billion revenues in 2008.  Massive multiplayer online games (MMOGs).  Game bots.  The existing methods for combating bots.  Human interactive proofs (HIPs).  Warden, a process monitor.

4 1. Introduction (cont.)  A game bot defense system based on human observational proofs (HOPs).  Behavioral biometric systems.  A client-side exporter and a server-side analyzer.  The purpose of the HOP system is to raise the bar against game bots.

5 2. Background  Game bots :  Standalone custom game client.  Standard game client.  Game playing behaviors :  Human  Bots

6 3. Related Work  Anti-Cheating :  Game cheating prevention  Game cheating detection  Behavioral Biometrics :  Keystroke dynamics and mouse dynamics  Identity matching

7 4. Game playing characterization  The Glider Bot :  Requires system administrator privileges.  Profile — a set of configurations including several waypoints and options.

8 4. Game playing characterization (cont.)  Input Data Collection :  RUI — input data collection program.  clock resolution close to 0.015625 second (approximate 64 times/sec).

9 4. Game playing characterization (cont.) men women 18-24 25-34 35-44 >45

10 4. Game playing characterization (cont.)  Game bot is runningwith 10 different profiles in 7 locations in the game world for 40 hours.  Profiles are half run with a warrior and half run with a mage.  Characters range from level 1 to over 30 in the traces.

11 4. Game playing characterization (cont.)

12  Game Playing Input Analysis :  keyboard and mouse input traces with respect to timing patterns (duration and inter-arrival time) and kinematics (distance, displacement, and velocity).

13 4. Game playing characterization (cont.)

14

15

16 5. HOP System  Client-side exporter  sends a stream of user-input actions taken at a game client to the game server.  Server-side analyzer  processes each input stream and decides whether the corresponding client is operated by a bot or a human player.

17 5. HOP System (cont.)  Client-Side Exporter :  Derives input actions from raw user-input events.  A standalone external program

18 5. HOP System (cont.)  Server-Side Analyzer :  User-input action classifier  Decision maker  Neural Network Classification :  Eight input values for each user-input action  action duration, mouse travel distance, displacement, efficiency, speed, angle of displacement, virtual key and bias value.  Output Neuron

19 5. HOP System (cont.)  Decision Making :  A simple “voting” scheme  If the majority of the neural network output classifies the user-input actions as those of a bot, the decision will be that the game is operated by a bot, and vice versa.

20 5. HOP System (cont.)  Performance Impact and Scalability :  Client side  16 bytes of data per user-input action.  additional bandwidth consumption induced by the client-side exporter is negligible.  Server side  The server-side analyzer is very efficient in terms of memory and CPU usage.

21 6. Experiments  In terms of detection accuracy, detection speed, and system overhead  True positive rate and true negative rate

22 6. Experiments (cont.)  Experimental Setup :  95 hours of traces, including 55 hours of human traces and 40 hours of game bot traces.  3,000,066 raw user-input events and 286,626 user-input actions, with 10 bot instances and 30 humans involved.

23 6. Experiments (cont.)  Detection Results :  The HOP system has four configurable parameters :  # of actions per block, and # of nodes  The threshold, and # of outputs per output block.

24 6. Experiments (cont.)  Configure # of actions per block and # of nodes.

25 6. Experiments (cont.)  the threshold and # of outputs per block

26 6. Experiments (cont.)  Fully configured system (40 nodes, 4-action input, the threshold of 0.75, and 9 outputs per block)  The true negative rates are 1.0 for all of the humans

27 6. Experiments (cont.)  Detection of Other Game Bots :  Test with Diablo 2without retraining the neural network.  A true positive rate of 0.864 on the bot and a true negative rate of 1.0 on the human players.

28 6. Experiments (cont.)  System Overhead :  To estimate the overhead of the analyzer for supporting 5,000 users.  The analyzer consumes only 37 KBytes of memory during operation.  The per-user memory requirement is approximately 66 bytes, this is only 330 KBytes in total.  The analyzer can process 95 hours of traces, over 286,626 user-input actions, in only 385 milliseconds on a Pentium 4 Xeon 3.0Ghz.

29 7. Limitations  Experimental Limitations :  Player group, 30, is insufficient  Mainly conducted in a lab environment  There are a number of other bots  Is HOP system effective for broader applications?

30 7. Limitations (cont.)  Potential Evasion :  Bots could either interfere with the user-input collection or manipulate the user-input stream at the client side.  Bots could mimic human behaviors to evade detection.

31 8. Conclusion  A game bot defense system that utilizes HOPs to detect game bots.  Compared to conventional HIPs such as CAPTCHAs, HOPs are transparent to users and work in a continuous manner.  The system can detect over 99% of current game bots with no false positives within a minute.


Download ppt "Battle of Botcraft: Fighting Bots in Online Games withHuman Observational Proofs Steven Gianvecchio, Zhenyu Wu, Mengjun Xie, and Haining Wang The College."

Similar presentations


Ads by Google