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OpenConflict: Preventing Real Time Map Hacks in Online Games Elie Bursztein, Mike Hamburg, Jocelyn Lagarenne, Dan Boneh (Stanford University) IEEE Symposium on Security and Privacy 2011 1
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OUTLINE Introduction and Related Work A Generic Tool for Map Hacking Game Hacking with Kartograph Preventing Passive Map Hack ◦ Case Study Starcraft II Defending against Map Hacking OpenConflict Discussion and Conclusion 2
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OUTLINE Introduction and Related Work A Generic Tool for Map Hacking Game Hacking with Kartograph Preventing Passive Map Hack ◦ Case Study Starcraft II Defending against Map Hacking OpenConflict Discussion and Conclusion 3
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Real-Time Strategy(RTS) Online gaming includes 64% of gamers ◦ RTS - 35.5% ◦ First person shooter – 10.1% RTS games ◦ Player compete on a two-dimensional map divided in to cells ◦ Starcraft II: normally 24000 – 36000 cells 4
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RTS Game 5
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Cheating in RTS games Abusing the resource system ◦ Find the location of resource value in memory Hacking the unit list Tampering with the map visibility ◦ Map hacking ◦ Hardest to perform ◦ Fully passive Note: push approach v.s. pull approach 6
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Map Hacking 7
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Related Work Battle of Botcraft fighting bots in online games with human observational proofs. ◦ ACMCCS (Nov, 2009) Hacking world of warcraft: An exercise in advanced rootkit design. ◦ Black Hat (2006) Visual reverse engineering of binary and data files. ◦ Visualization for Computer Security (2008) 8
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Contribution Presenting a generic attack tool ◦ Kartograph A generic defense against passive attacks in RTS games ◦ OpenConflict Analyzed 1000 Starcraft II games 9
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OUTLINE Introduction and Related Work A Generic Tool for Map Hacking Game Hacking with Kartograph Preventing Passive Map Hack ◦ Case Study Starcraft II Defending against Map Hacking OpenConflict Discussion and Conclusion 10
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Adversarial Game Instrumentation(AGI) Past approaches: debugger/decompiler Memory attacks on virtually every game 11
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Map Data Easiest 12
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Map Hacking Based on memory changes ◦ The memory that contains unit positions only changes when units move Reducing Memory Space Finding the visibility map Understanding the visibility map 13
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Reducing Memory Space Step1 ◦ Launch the game ◦ Read all memory pages of the process ’ s main module which are marked as ReadWrite, Commit and Private Step2 ◦ Move the camera, trigger actions Without discovering any new parts of the map! ◦ Eliminate all the memory blocks that changed 14
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Reducing Memory Space(cont.) Step3 ◦ “ Scout ” an unknown area in game ◦ Keep only the memory blocks that changed Step4 ◦ Same as Step2 15
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Finding the Visibility Map Use visualization techniques ◦ Create a “ nonlinear ” scouting pattern ◦ Heat map representation Difficulty: ◦ Data types, Align 16
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Visualization 17
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Visualization(cont.) 18
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Understanding the Visibility Map How the structure works? Diff-map analysis ◦ Snapshot & do something 19
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Diff-Map with Heat Map 20
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Unit Hacking and Network Analysis Unit: Smaller and more complex structure ◦ Produce units and observe memory Network Analysis D: Diff map F: Fixed value C: Counter value D: Random value 21 DF CR
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OUTLINE Introduction and Related Work A Generic Tool for Map Hacking Game Hacking with Kartograph Preventing Passive Map Hack ◦ Case Study Starcraft II Defending against Map Hacking OpenConflict Discussion and Conclusion 22
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Game Hacking with Kartograph Take lots of memory: ◦ Twice game ’ s memory size ◦ Work on 64-bit windows only Test 15 games ◦ Data structures changed radically 23
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Map information Bitmap Composite 24
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Using the Game as a Map Hack 25
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OUTLINE Introduction and Related Work A Generic Tool for Map Hacking Game Hacking with Kartograph Preventing Passive Map Hack ◦ Case Study Starcraft II Defending against Map Hacking OpenConflict Discussion and Conclusion 26
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Preventing Passive Map Hacks Threat model: passive eavesdropping adversaries Assume: P2p architecture Pull approach ◦ Cryptographic protocols? ◦ Challenge: imperceptible latency! 27
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Cast Study Starcraft II Wrote a crude “ game engine ” Analyzed 1000 Starcraft II replays(Top players) ◦ High number of actions per minute(APM) ◦ Map size: 24320 ~ 36864 cells ◦ Playable size: 15180 ~ 24640 cells ◦ Game duration 28
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Cast Study Starcraft II(cont.) Analyzed 1000 Starcraft II replays(Top players) ◦ Visibility 29
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OUTLINE Introduction and Related Work A Generic Tool for Map Hacking Game Hacking with Kartograph Preventing Passive Map Hack ◦ Case Study Starcraft II Defending against Map Hacking OpenConflict Discussion and Conclusion 30
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Our Approach Prevent the passive map hack Pull approach ◦ Each player ’ s machine only stores information that the player is authorized to see Use an oblivious intersection protocol 31
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Intersection Protocol Def: ◦ M be the set of all cells on the map ◦ Each cell may contain units(including builds and other objects) ◦ Each unit has a visibility radius ◦ Union of all of Alice ’ s visibility regions gives the set of cells that Alice can see ◦ denote the set of map cells containing Bob ’ s unit ◦ for some data domain D 32
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A1 Intersection Protocol(cont.) 33 B2 B1 UAUA VAVA cell U B1, also V A ∩U B
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Intersection Protocol(cont.) 1. Bob should learn nothing about V A 2. Alice should learn nothing about U b other than V A ∩ U B 3. Alice learns the value of f B on V A ∩ U B but nothing about U B \ V A 34
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Oblivious Function G: A group of prime order q Bob chooses a secret key k in [1,q-1], Alice chooses a random integer r in [1,q-1] Start: Alice send H 1 (v) r Bob responds with H 1 (v) rk Alice computes H 1 (v) k = H 1 (v) rkr -1 Computational Diffie-Hellman assumption tells that it is secure! 35
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Compute V A ∩ U B 36
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Compute V A ∩ U B (cont.) (Bob) For each u in U B : a key k u = H 2 (H 1 (u) k ) Encrypt f B (u) using the key k u (authenticated encryption, AE) (Alice) Alice obtain H 1 (v) k for all v in V a Computes k v = H 2 (H 1 (v) k ) for all v in V a Test if one of the ciphertexts received from Bob decrypts correctly with k v 37
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Hypergrids 38 A1 38 B2 B1 UAUA VAVA cell U B1, also V A ∩U B
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Hypergrids(cont.) 39
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Chaff and Multiplayer Basic protocol ◦ leaks to Bob the number cells in Alice ’ s visibility set V A ◦ Leaks to Alice the sum of the lengths of f B (u) for u in U b The queries H 1 (v) r are independent of the player being queried: broadcast Compute H 1 (v) k is the only per-opponent work 40
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OUTLINE Introduction and Related Work A Generic Tool for Map Hacking Game Hacking with Kartograph Preventing Passive Map Hack ◦ Case Study Starcraft II Defending against Map Hacking OpenConflict Discussion and Conclusion 41
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Basic protocol Core i5 660 dual-core hyperthreaded processor running at 3.33 GHz Standard NIST elliptic curves 200 visibility hypertiles and 150 units per player A single exponentiation = a millisecond => 750 milliseconds per play Unacceptable! 42
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Elliptic Curve Montgomery curve Because p is a Mersenne prime ◦ Very efficient implementation, 11-12us for exponentiations on this curve 43
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Security Need to remain secure for an hour Best known algorithms take O( ) time to solve discrete logarithms p = 2 61 -1 ◦ 12 sec p = 2 89 -1 (speed up OpenConflict by 33%) ◦ 72 machine-days p = 2 127 -1 (OpenConflict) ◦ 3,200 machine-years 44
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Measurements v: visible grid hypertiles (about 30us) u: units (about 15us) 45
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OUTLINE Introduction and Related Work A Generic Tool for Map Hacking Game Hacking with Kartograph Preventing Passive Map Hack ◦ Case Study Starcraft II Defending against Map Hacking OpenConflict Discussion and Conclusion 46
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Preventing Active Attacks Detecting active attacks after the game ◦ Every client logs network traffic/actions and then sends to other players periodically ◦ Upload to a central server to verify Random number generator? ◦ Commit a seed for a pseudorandom generator at the beginning of the game ◦ A central server to verify 47
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Conclusion Map hacking and a defense system for RTS games ◦ Kartograph and OpenConflict Security in online games is a fruitful area of research! 48
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