Battle of Botcraft Fighting Bots in Online Games
Battle of Botcraft: Fighting Bots in Online Games with Human Observational Proofs Steven Gianvecchio, Zhenyu Wu, Mengjun Xie, and Haining Wang
Outline § § § Background Game Playing Characterization HOP System Experiments Limitations Conclusion
Outline § § § Background Game Playing Characterization HOP System Experiments Limitations Conclusion
Background Online Games § In 2008, online game revenues $7. 6 B § about half from massively multiplayer online games (MMOGs) ex. World of Warcraft (Wo. W) § MMOG currency trades for real currency § players can make real money § A major problem is cheating
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 Wo. W § human interactive proofs (HIPs) § legal action
Background Game Bots § Glider – a popular Wo. W 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. 5 M
Outline § § § Background Game Playing Characterization HOP System Experiments Limitations Conclusion
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 + press + release = point-and-click § computes user-input action statistics
Game Playing Characterization Game Bot § 10 Glider profiles (configurations and waypoints) § 40 hours § half with warrior and half with mage § levels 1 to mid-30 s
Game Playing Characterization Human § 30 humans § 55 hours
§ Human § well fit by Pareto distribution § Game Bot § more fast keystrokes § signs of periodic timing Keystroke Inter-arrival Time Distribution
§ 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
§ Human § highly-variable speed at all displacements § Game Bot § linear speed increases § high-speed moves with zero displacment Point-and-Click Speed vs. Displacement
§ 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
§ Game Bot § no correlation between speed and direction Average Velocity for Point-and-Click
§ Human § diagonal, symmetric, and bounded § diagonals faster than horizontal / vertical Average Velocity for Point-and-Click
Outline § § § Background Game Playing Characterization HOP System Experiments Limitations Conclusion
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
HOP System § Client-Side Exporter § transmits user-input actions § Server-Side Analyzer § processes and decides: bot or human
HOP System Neural Network § Inputs 1. duration 2. distance 3. displacement 4. move efficiency 5. speed # of inputs = # of actions * 7 6. angle 7. virtual key
HOP System Neural Network § Output – human or bot Decision Maker § “Votes” on series of outputs ex. {bot + human} = bot
Outline § § § Background Game Playing Characterization HOP System Experiments Limitations Conclusion
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
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 + human} = bot
Experiments Configure 1. # of actions and 2. # of nodes § 4 actions with 40 nodes TPR and TNR vs. # of Nodes and # of Accumulated Actions
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
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
Experiments Decision Time § # of action * time per action § avg. 39. 60 seconds Decision Time Distribution
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
Outline § § § Background Game Playing Characterization HOP System Experiments Limitations Conclusion
Limitations Experimental Limitations § Size § 30 not enough § Lab vs. Home § mostly in-lab § Character equipment / levels § Other bots and games
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
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
Questions? Thank You!
Questions? Thank You!
Questions? Thank You!
Experiments System Overhead § Memory § per user = 4 actions * 16 bytes + 16 outputs * 1 bit = 66 B § server with 5, 000 users = 330 KB § CPU – P 4 Xeon 3. 0 Ghz § 95 hours of traces in 385 ms = ~296 hours/sec § server with 5, 000 users = ~1. 4 hours/sec
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