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Identifying MMORPG Bots: A Traffic Analysis Approach (MMORPG: Massively Multiplayer Online Role Playing Game) Kuan-Ta Chen National Taiwan University Jhih-Wei Jiang Polly Huang Hao-Hua Chu Chin-Laung Lei Wen-Chin Chen Collaborators:
Talk Outline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game Bots ,[object Object],[object Object],[object Object]
Bot Detection ,[object Object],[object Object],[object Object],[object Object],This work is dedicated to automatic detection of game bots (without intrusion in players’ gaming experience)
Key Contributions ,[object Object],[object Object]
Bot Detection: A Decision Problem Game client Game server Traffic stream Q: Whether a bot is controlling a game client  given the traffic stream it generates? A: Yes   or   No
Ragnarok Online -- a screen shot Figure courtesy of www.Ragnarok.co.kr Ragnarok Online ,[object Object],[object Object]
Game Bots in Ragnarok Online ,[object Object],[object Object],[object Object],[object Object]
DreamRO  -- A Screen Shot World Map View Scope Character  Status Character is here
Trace Collection ,[object Object],[object Object],[object Object],[object Object],Heterogeneity was preserved 206 hours  and  3.8 million packets  were traced in total 2 bots 2 rookies 2 experts Participants 11 traces 8 traces Trace # ADSL,  Cable Modem, Campus Network Network 17 hours Bots 2.6 hours Average Length Human players Category
Traffic Analysis of Collected Game Traces ,[object Object],[object Object],[object Object],[object Object],[object Object]
Command Timing game client game server time Bots often issue their commands based on  arrivals of server packets , which carry the latest status of the character and environment Observation Time difference between the release of a client packet and the arrival of the most recent server packet Client response time (response time)  State update t1 Client command t2 Response time T = t2 – t1
CDF of Response Times Kore Zigzag pattern (multiples of a certain value) DreamRO > 50% response times are extremely small
Histograms of Response Times  (DreamRO traces) 1 ms multiple peaks 1 ms multiple peaks Many client packets are sent  in response to  server packets
Histograms of Response Times Regularity in the distribution of bots’ response times ,[object Object],[object Object],A traffic stream is considered from a bot if it has … Scheme #1: Command Timing
Traffic Burstiness ,[object Object],[object Object],[object Object],[object Object],T h e I D C a t t i m e s c a l e t i s d e ¯ n e d a s I t = V a r ( N t ) E ( N t ) ; w h e r e N t i n d i c a t e s t h e n u m b e r o f a r r i v a l s i n i n t e r v a l s o f t i m e t .
Example: Wine Sales and IDC The period is approximately 12 months The IDC at 12 months is the lowest
The Trend of Traffic Burstiness ,[object Object],[object Object],[object Object],[object Object],Conjecture for Bot Traffic
Examining the Trend of Traffic Burstiness Regularity in the distribution of bots’ response times ,[object Object],[object Object],A traffic stream is considered from a bot if … Scheme #2: Trend of Traffic Burstiness
The Magnitude of Traffic Burstiness ,[object Object],[object Object],[object Object],Bot traffic is  relatively smooth  than human player traffic Conjecture
Human Reaction to Network Conditions server Traffic jam!! Is there any relationship between  network delay  and the pace of user actions ? ,[object Object],[object Object],Conjecture for Human Player Traces
Packet Rate vs. Network Delay ,[object Object],Human player traces:  downward trend A traffic stream is considered from a bot if … Scheme #4: Pacing
Performance Evaluation ,[object Object],the ratio a bot is misjudged as a human player False negative rate the ratio a player is misjudged as a bot False positive rate the ratio the client type of a trace is correctly determined Correct rate Metrics
Performance Evaluation Results [Burstiness magnitude] always achieves low false positive rates ( < 5% ) and yields a moderate correct rate ( ≈ 75% ) [Command timing and Burstiness trend] Correct rates higher than  95%  and false negative rates lower than  5%  given an input size >  2,000 packets
An Integrated Approach ,[object Object],[object Object],[object Object]
An Integrated Approach -- Results Aggressive Aggressive approach (2,000 packets):  false negative rate  < 1%  and  95%  correct rate Conservative approach (10 , 000 packets):    ≈ 0%  false positive rate and  > 90%  correct rate
Robustness against Counter-Attacks ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Simulating the Effect of Random Delays on IDC
Summary ,[object Object],[object Object],[object Object]
Thank You! Kuan-Ta Chen

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Identifying MMORPG Bots: A Traffic Analysis Approach

  • 1. Identifying MMORPG Bots: A Traffic Analysis Approach (MMORPG: Massively Multiplayer Online Role Playing Game) Kuan-Ta Chen National Taiwan University Jhih-Wei Jiang Polly Huang Hao-Hua Chu Chin-Laung Lei Wen-Chin Chen Collaborators:
  • 2.
  • 3.
  • 4.
  • 5.
  • 6. Bot Detection: A Decision Problem Game client Game server Traffic stream Q: Whether a bot is controlling a game client given the traffic stream it generates? A: Yes or No
  • 7.
  • 8.
  • 9. DreamRO -- A Screen Shot World Map View Scope Character Status Character is here
  • 10.
  • 11.
  • 12. Command Timing game client game server time Bots often issue their commands based on arrivals of server packets , which carry the latest status of the character and environment Observation Time difference between the release of a client packet and the arrival of the most recent server packet Client response time (response time) State update t1 Client command t2 Response time T = t2 – t1
  • 13. CDF of Response Times Kore Zigzag pattern (multiples of a certain value) DreamRO > 50% response times are extremely small
  • 14. Histograms of Response Times (DreamRO traces) 1 ms multiple peaks 1 ms multiple peaks Many client packets are sent in response to server packets
  • 15.
  • 16.
  • 17. Example: Wine Sales and IDC The period is approximately 12 months The IDC at 12 months is the lowest
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24. Performance Evaluation Results [Burstiness magnitude] always achieves low false positive rates ( < 5% ) and yields a moderate correct rate ( ≈ 75% ) [Command timing and Burstiness trend] Correct rates higher than 95% and false negative rates lower than 5% given an input size > 2,000 packets
  • 25.
  • 26. An Integrated Approach -- Results Aggressive Aggressive approach (2,000 packets): false negative rate < 1% and 95% correct rate Conservative approach (10 , 000 packets): ≈ 0% false positive rate and > 90% correct rate
  • 27.
  • 28. Simulating the Effect of Random Delays on IDC
  • 29.