• Title/Summary/Keyword: 게임봇

Search Result 39, Processing Time 0.021 seconds

Game-bot detection based on Clustering of asset-varied location coordinates (자산변동 좌표 클러스터링 기반 게임봇 탐지)

  • Song, Hyun Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.25 no.5
    • /
    • pp.1131-1141
    • /
    • 2015
  • In this paper, we proposed a new approach of machine learning based method for detecting game-bots from normal players in MMORPG by inspecting the player's action log data especially in-game money increasing/decreasing event log data. DBSCAN (Density Based Spatial Clustering of Applications with Noise), an one of density based clustering algorithms, is used to extract the attributes of spatial characteristics of each players such as a number of clusters, a ratio of core points, member points and noise points. Most of all, even game-bot developers know principles of this detection system, they cannot avoid the system because moving a wide area to hunt the monster is very inefficient and unproductive. As the result, game-bots show definite differences from normal players in spatial characteristics such as very low ratio, less than 5%, of noise points while normal player's ratio of noise points is high. In experiments on real action log data of MMORPG, our game-bot detection system shows a good performance with high game-bot detection accuracy.

Game-bot Detection based on Analysis of Harvest Coordinate

  • Choi, Jae Woong;Kang, Ah Reum
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.5
    • /
    • pp.157-163
    • /
    • 2022
  • As the online game market grows, the use of game bots is causing the most serious problem for game services. We propose a harvest coordinate analysis model to detect harvesting bots among game bots of the Massively Multiplayer Online Role-Playing Games(MMORPGs) genre. The proposed model analyzes the player's harvesting behavior using the coordinate data. Game bots can obtain in-game goods and items more easily than normal players and are not affected by realistic restrictions such as sleep time and character manipulation fatigue. As a result, there is a difference in harvesting coordinates between normal players and game bots. We divided the coordinate zones and used these coordinate zone differences to distinguish between game bot players and normal players. We created a dataset with NCSoft's AION log and applied it to a random forest model to detect game bots, and as a result, we derived performance with a recall of 0.72 and a precision of 0.92.

Correlation Analysis between Game Bots and Churn using Access Record (Access Record를 활용한 게임 봇과 유저 이탈의 상관관계 분석)

  • Kim, Young Hwan;Yang, Seong Il;Kim, Huy Kang
    • Journal of Korea Game Society
    • /
    • v.18 no.5
    • /
    • pp.47-58
    • /
    • 2018
  • Game bots distribute a large amount of goods or items used in a game, thereby lowering the value of game goods and items. Also, a large number of game bots hunt monsters and collect items, which hinders ordinary users from enjoying content normally. However, no research has been done on the type of user and the type of activity that the increase in bots specifically affects. Therefore, this study provides a practical implication to encourage users to use games by classifying types based on the game users' access data and analyzing the correlation with user departure due to the increase of bots.

Detecting malicious behaviors in MMORPG by applying motivation theory (모티베이션 이론을 이용한 온라인 게임 내 부정행위 탐지)

  • Lee, Jae-hyuk;Kang, Sung Wook;Kim, Huy Kang
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.69-78
    • /
    • 2015
  • As the online game industry has been growing rapidly, more and more malicious activities to gain economic benefits have been reported as well. Game bot is one of the biggest problems in the online game industry. So we proposed a bot detection method based on the ERG theory of motivation for the first time. Most of the previous studies focused on behavior-based detection by monitoring patterns of the specific actions. In this paper, we applied the motivation theory to analyze user behaviors on a real game dataset. The result shows that normal users in the game followed the ERG theory of motivation in the same way as it works in real world. But in the case of game bots, the theory could not be applied because the game bot has specific reasons, unlike normal game users. We applied the ERG theory to users to distinguish game bot users from normal users. We detected the game bot with high accuracy of 99.78% by applying the theory.

User Behavior Analysis for Online Game Bot Detection (온라인 게임 봇 탐지를 위한 사용자 행위 분석)

  • Kang, Ah-Reum;Woo, Ji-young;Park, Ju-yong;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.22 no.2
    • /
    • pp.225-238
    • /
    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play that reflects the social activities of gamers: In a Massively Multi-user Online Role Playing Game (MMORPG), party play log includes a distinguished information that can classify game users under normal-user and abnormal-user. That is because the bot users' main activities target on the acquisition of cyber assets. Through a statistical analysis of user behaviors in game activity logs, we establish the threshold levels of the activities that allow us to identify game bots. Also, we build a knowledge base of detection rules based on this statistical analysis. We apply these rule reasoner to the sixth most popular online game in the world. As a result, we can detect game bot users with a high accuracy rate of 95.92%.

A Study on Game Bot Detection Using Self-Similarity in MMORPGs (자기 유사도를 이용한 MMORPG 게임봇 탐지 시스템)

  • Lee, Eun-Jo;Jo, Won-Jun;Kim, Hyunchul;Um, Hyemin;Lee, Jina;Kwon, Hyuk-min;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.26 no.1
    • /
    • pp.93-107
    • /
    • 2016
  • Game bot playing is one of the main risks in Massively Multi-Online Role Playing Games(MMORPG) because it damages overall game playing environment, especially the balance of the in-game economy. There have been many studies to detect game bot. However, the previous detection models require continuous maintenance efforts to train and learn the game bots' patterns whenever the game contents change. In this work, we have proposed a machine learning technique using the self-similarity property that is an intrinsic attribute in game bots and automated maintenance system. We have tested our method and implemented a system to major three commercial games in South Korea. As a result, our proposed system can detect and classify game bots with high accuracy.

온라인게임 분야의 Data-driven Security

  • Kim, Huy Kang
    • Review of KIISC
    • /
    • v.30 no.5
    • /
    • pp.101-109
    • /
    • 2020
  • 온라인게임은 부정로그인 및 게임봇 (Game BOT) 탐지 등 서비스에 악영향을 주는 이상징후를 조기에 탐지해야 하는 서비스 분야이다 보니, 데이터기반 보안 (Data-Driven Security)이 상당히 오랜 기간 자생적으로 구축이 되어왔다. 온라인 게임은 초당 동시접속이 800만~1천만에 육박하는 게임도 시장에 빈번히 존재하기 때문에, 게임유저들의 로그데이터를 빅데이터 기술을 접목한 데이터 분석이 필수적이다. 본고에서는 온라인게임 분야에 존재하는 다양한 위협요소 중 하나인 게임봇 및 작업장 탐지에 적용된 데이터기반 보안 기술들에 대해 조사하고 향후 온라인게임분야에서의 데이터기반 보안의 연구 방향을 제시해 보고자 한다.

다중접속 온라인게임서비스 상 게임 봇(Bot)의 탐지 및 제재의 근거가 되는 운영정책의 편입통제 및 법적 분쟁을 대비한 데이터 관리에 관한 소고

  • Jung, Sungwun
    • Review of KIISC
    • /
    • v.26 no.3
    • /
    • pp.15-21
    • /
    • 2016
  • 온라인 게임 서비스의 약관과 관련하여 실무상 많은 분쟁이 있는 쟁점으로서 약관과 운영정책이 어떠한 방식과 절차를 거쳐야지만 게임 운영정책이 계약의 내용이 될 수 있는 지와, 게임 서비스 운영정책의 운용과 관련하여 자주 분쟁이 발생하는 영역으로서 게임 봇(Bot)을 이용한 게임 이용자와의 법적 분쟁 시 게임 이용자의 행위를 증명하기 위하여 어떠한 데이터를 기록하고 관리하여야 하는 지에 대하여 살펴보았다.

A Case Study on the Game Bots Detection Method in Online Game Environment (온라인 게임 환경에서 게임 봇 탐지 기법 사례조사 연구)

  • Yoon, Tae-Bok
    • Proceedings of the KAIS Fall Conference
    • /
    • 2012.05a
    • /
    • pp.293-295
    • /
    • 2012
  • IT기술의 발달과 함께 온라인 게임 시장은 시장 규모가 늘어나고 고부가가치 산업으로 인식되고 있다. 하지만, 악의적인 프로그램을 이용한 게임 운용은 정상적인 게임을 즐기는 사용자에게 큰 피해를 주고 있다. 본 논문은 온라인 게임 환경에서 비정상적인 게임 플레이를 위하여 사용되는 프로그램에 대하여 알아보고 게임 봇 탐지를 위한 다양한 연구 사례를 소개한다.

  • PDF

Detecting Daily-Driven Game-Bot Based on Online Game Play Log Clustering (온라인 게임 로그 데이터 클러스터링 기반 일일 단위 게임봇 판별)

  • Kim, Joo Hwan;Choi, Jin-Young
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.31 no.6
    • /
    • pp.1097-1104
    • /
    • 2021
  • Online game-bots are already known for a lot of persons by various ways. It leads to problems such as declining game player's interest, in-game financial crisis, etc. Detecting and restricting of game-bot is now essential. Because both publishers and players get disadvantages from their long term abnormal working. But it is not easy to restrict, because of false restriction risks. Game publishers need to distinguish game-bot from server-side game logs. At last, it should can make reasons for game-bot restriction. In this paper, we classified game-bot users by using daily separated game logs for testing data. For daily-driven detection, we separated total dataset into one day logs. Preliminary detects game-bots with one day logs, and determines total results by using these data. Daily driven detection advantages on detection which contains combined game playing style. Which shows like normal user and game-bot. These methodology shows better F1-score, which one of indicator which demonstrate classification accuracy. It increases from 0.898 to 0.945 by using Random Forest classifier.