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May 31, 2007


                    Network Game Design:

               User Identification based
                on Game-Play Activity
                       Patterns

                    Chun-Yang Chen, Academia Sinica
                     Li-Wen Hong, Academia Sinica


ACM NetGames 2007
Motivation
        Password-based User Identity
            Vulnerability
             Account hijacking (Identity Theft)
             Severity & prevalence
             No general solution until the victim appears
             Account sharing
             Increase the difficulty of demographical studies of game




Authors / Paper Title                                                   2
User Identity: Current Solutions
        Digital signature
             Smart card

        Biometrical signature
             fingerprint
             voice
             keystroke




Authors / Paper Title                        3
Our Solution
      A novel biometric:

                        Game-Play Activity
                            Patterns



Authors / Paper Title                        4
Outline
                 Motivation
                 Data Collection
                 Player Activity Analysis
                 Proposed Scheme
                 Performance Evaluation
                 Contribution & Future Work



Authors / Paper Title                         5
Observation
      More Regular                          More Unpredictable




Motivation Data Collection Player Activity Analysis Proposed Schemes …
Authors / Paper Title                                                    6
Data Collection
        A MMORPG -- Angel’s Love
             A commercial game in Taiwan
             40 thousands of players online

        The player activity logs we use
             Trace period of 3 days
             287 randomly chosen accounts
             Remove logs shorter than 200 minutes




Motivation Data Collection Player Activity Analysis Proposed Schemes …
Authors / Paper Title                                                    7
Definitions
        Active period
         An active period of a game character is defined as a time
         interval (t1 , t 2 ) which the character continuously moves,
                            in
         with a tolerance of discontinuity up to 1 second.

        Idle period
         An idle period of a game character is defined as a time
         interval (t1 , t 2 ) which the character has no movements,
                            in
         where t 2 − t1 ≥ second.
                          1


Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                                8
Data Summary

         Player # :      Data          Activity         Active         Idle
            287         Length          Rate            Period        Period
                                               0.35
               5%              7 hr                           3 sec         7 sec
                                         cycle/min

                                               2.28
              50%            51 hr                            6 sec       18 sec
                                         cycle/min

                                               5.12
              95%            67 hr                            9 sec      181 sec
                                         cycle/min




Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                                9
Distribution of Active / Idle Period




                              4

Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                                10
Idle time is much more diverse
                           than active time




Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                                11
Average Active Time v.s. Idle Time


                            Players’ active/idle patterns can be very different
                                  candidate features for user identification




Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                                12
Why choosing idle time rather
                         than active time
        Idle time distribution captures more variability
        Idle time process has smaller degree of auto-
        correlations




Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                                13
Idle Time Distribution of
                             Random Players




Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                                14
KL Distances
        ITD: Idle time distribution
        RET: Relative Entropy Test
             relative entropy between two ITDs
             based on the KL distance
        KL distance: Kullback-Leibler distance
                                            P(i )
              DKL ( P || Q) = ∑ P(i ) log
                              i             Q(i )
             DSKL ( P || Q) = DSKL (Q || P) = DKL ( P || Q) + DKL (Q || P)




Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                        15
KL distances of Players




Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                16
Identification Scheme:
                             Consistency Test
        Perform consistency test
             KLD: distribution of KL distance
             2 KLDs for each player
             KLDs are tested by two-sided Wilcoxon test
                   0.95




Authors / Paper Title                                     17
Identification Scheme:
                         Discriminability Test
        Perform discriminability test
             KLDi,j : distribution of KL distances between ni ITDs of player i
             & nj ITDs of player j
              KLDs are tested by one-sided Wilcoxon test




Authors / Paper Title                                                            18
Factor Consideration
        Consideration: effect of the detection time &
        the history size
             Trec: how long the player history kept in database
                        (in minutes)


             Tobs : the detection time once the player log in (in
             minutes)



Proposed Schemes Performance Evaluation Contribution & Future Work
Authors / Paper Title                                                19
Evaluation Result




Proposed Schemes Performance Evaluation Contribution & Future Work
Authors / Paper Title                                                20
Performance Evaluation
        Effect of Trec
             mean of activity cycles is one minute        Trec = idle times
             assuming one million user accounts, Trec = 200 minutes, each
             idle time uses 4 bytes storage space = 800 MB

        Effect of Tobs
             assuming 10,000 players are online, Tobs = 20 minutes
                 main memory = 0.8 MB



Player Activity Analysis Proposed Schemes Performance Evaluation …
Authors / Paper Title                                                         21
Contribution & Future Work
        Contribution:
      Propose the RET scheme for user identification from
      the aspect of idle time.
             With a 20-minute detection time period given a 200-minute
             history size achieve higher than 90% accuracy.

        Future Plan
             Cut down the detection time
             Utilizing more aspects of game-play activities.
             Analyzing from the way users control the character.
Proposed Schemes Performance Evaluation Contribution & Future Work
Authors / Paper Title                                                    22
Thank you!

                     Chun-Yang Chen
                      Li-Wen Hong




ACM NetGames 2007

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User Identification based on Game-Play Activity Patterns

  • 1. May 31, 2007 Network Game Design: User Identification based on Game-Play Activity Patterns Chun-Yang Chen, Academia Sinica Li-Wen Hong, Academia Sinica ACM NetGames 2007
  • 2. Motivation Password-based User Identity Vulnerability Account hijacking (Identity Theft) Severity & prevalence No general solution until the victim appears Account sharing Increase the difficulty of demographical studies of game Authors / Paper Title 2
  • 3. User Identity: Current Solutions Digital signature Smart card Biometrical signature fingerprint voice keystroke Authors / Paper Title 3
  • 4. Our Solution A novel biometric: Game-Play Activity Patterns Authors / Paper Title 4
  • 5. Outline Motivation Data Collection Player Activity Analysis Proposed Scheme Performance Evaluation Contribution & Future Work Authors / Paper Title 5
  • 6. Observation More Regular More Unpredictable Motivation Data Collection Player Activity Analysis Proposed Schemes … Authors / Paper Title 6
  • 7. Data Collection A MMORPG -- Angel’s Love A commercial game in Taiwan 40 thousands of players online The player activity logs we use Trace period of 3 days 287 randomly chosen accounts Remove logs shorter than 200 minutes Motivation Data Collection Player Activity Analysis Proposed Schemes … Authors / Paper Title 7
  • 8. Definitions Active period An active period of a game character is defined as a time interval (t1 , t 2 ) which the character continuously moves, in with a tolerance of discontinuity up to 1 second. Idle period An idle period of a game character is defined as a time interval (t1 , t 2 ) which the character has no movements, in where t 2 − t1 ≥ second. 1 Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 8
  • 9. Data Summary Player # : Data Activity Active Idle 287 Length Rate Period Period 0.35 5% 7 hr 3 sec 7 sec cycle/min 2.28 50% 51 hr 6 sec 18 sec cycle/min 5.12 95% 67 hr 9 sec 181 sec cycle/min Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 9
  • 10. Distribution of Active / Idle Period 4 Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 10
  • 11. Idle time is much more diverse than active time Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 11
  • 12. Average Active Time v.s. Idle Time Players’ active/idle patterns can be very different candidate features for user identification Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 12
  • 13. Why choosing idle time rather than active time Idle time distribution captures more variability Idle time process has smaller degree of auto- correlations Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 13
  • 14. Idle Time Distribution of Random Players Data Collection Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 14
  • 15. KL Distances ITD: Idle time distribution RET: Relative Entropy Test relative entropy between two ITDs based on the KL distance KL distance: Kullback-Leibler distance P(i ) DKL ( P || Q) = ∑ P(i ) log i Q(i ) DSKL ( P || Q) = DSKL (Q || P) = DKL ( P || Q) + DKL (Q || P) Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 15
  • 16. KL distances of Players Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 16
  • 17. Identification Scheme: Consistency Test Perform consistency test KLD: distribution of KL distance 2 KLDs for each player KLDs are tested by two-sided Wilcoxon test 0.95 Authors / Paper Title 17
  • 18. Identification Scheme: Discriminability Test Perform discriminability test KLDi,j : distribution of KL distances between ni ITDs of player i & nj ITDs of player j KLDs are tested by one-sided Wilcoxon test Authors / Paper Title 18
  • 19. Factor Consideration Consideration: effect of the detection time & the history size Trec: how long the player history kept in database (in minutes) Tobs : the detection time once the player log in (in minutes) Proposed Schemes Performance Evaluation Contribution & Future Work Authors / Paper Title 19
  • 20. Evaluation Result Proposed Schemes Performance Evaluation Contribution & Future Work Authors / Paper Title 20
  • 21. Performance Evaluation Effect of Trec mean of activity cycles is one minute Trec = idle times assuming one million user accounts, Trec = 200 minutes, each idle time uses 4 bytes storage space = 800 MB Effect of Tobs assuming 10,000 players are online, Tobs = 20 minutes main memory = 0.8 MB Player Activity Analysis Proposed Schemes Performance Evaluation … Authors / Paper Title 21
  • 22. Contribution & Future Work Contribution: Propose the RET scheme for user identification from the aspect of idle time. With a 20-minute detection time period given a 200-minute history size achieve higher than 90% accuracy. Future Plan Cut down the detection time Utilizing more aspects of game-play activities. Analyzing from the way users control the character. Proposed Schemes Performance Evaluation Contribution & Future Work Authors / Paper Title 22
  • 23. Thank you! Chun-Yang Chen Li-Wen Hong ACM NetGames 2007