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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
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OUTLINE 1. Introduction 2. Background 3. Related Work 4. Game Playing Characterization 5. HOP System 6. Experiments 7. Limitations 8. Conclusion
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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.
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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.
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2. Background Game bots : Standalone custom game client. Standard game client. Game playing behaviors : Human Bots
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3. Related Work Anti-Cheating : Game cheating prevention Game cheating detection Behavioral Biometrics : Keystroke dynamics and mouse dynamics Identity matching
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4. Game playing characterization The Glider Bot : Requires system administrator privileges. Profile — a set of configurations including several waypoints and options.
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4. Game playing characterization (cont.) Input Data Collection : RUI — input data collection program. clock resolution close to 0.015625 second (approximate 64 times/sec).
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4. Game playing characterization (cont.) men women 18-24 25-34 35-44 >45
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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.
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4. Game playing characterization (cont.)
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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).
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4. Game playing characterization (cont.)
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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.
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5. HOP System (cont.) Client-Side Exporter : Derives input actions from raw user-input events. A standalone external program
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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
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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.
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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.
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6. Experiments In terms of detection accuracy, detection speed, and system overhead True positive rate and true negative rate
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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.
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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.
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6. Experiments (cont.) Configure # of actions per block and # of nodes.
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6. Experiments (cont.) the threshold and # of outputs per block
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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
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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.
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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.
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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?
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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.
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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.
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