Bot-pelganger: Predict and Preserve Game Bots' Behavior

Yong-Seob Kim, H. Kim
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Abstract

In most multiplayer online games, players' repetitive tasks (i.e., spec-up) are required to grow their characters. However, some users use illegal programs, “game bots,” to achieve a high level fast or gain cyber-money. Various methods have been proposed to identify game bots. However, the methods have generalization issues. Because the methods use features only existed in the specific game. Thus, we carefully use common features that existed in multiple datasets broadly, such as ‘login’ or ‘exit’ events to detect bots. Choosing such general events gives merits from the applicability view; however, if we only use time or space-related features, we fail to detect bots from normal users because the bots' behavior patterns are omitted too much. We use a convolutional LSTM (ConvLSTM) model to overcome this problem, superimpose their behavioral histories over time, and record them as image sequences. By finding a user who shows high self-similar behavior, we regard it as an unidentified bot; then, we update their behavior patterns for future use. As a result, the proposed model showed a high accuracy of 98% in classifyina game bot users.
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Bot-pelganger:预测并保存游戏bot的行为
在大多数多人在线游戏中,玩家需要通过重复任务(游戏邦注:如规格)来发展自己的角色。然而,一些用户使用非法程序“游戏机器人”来快速达到高水平或获得网络金钱。人们提出了各种方法来识别游戏机器人。然而,这些方法存在一般化问题。因为这些方法使用的功能只存在于特定的游戏中。因此,我们谨慎地广泛使用多个数据集中存在的共同特征,例如“登录”或“退出”事件来检测机器人。从适用性的角度来看,选择这样的一般事件有其优点;然而,如果我们只使用时间或空间相关的特征,我们无法从正常用户中检测到机器人,因为机器人的行为模式被忽略了太多。我们使用卷积LSTM (ConvLSTM)模型来克服这个问题,将它们的行为历史随时间叠加,并将它们记录为图像序列。通过寻找一个表现出高度自相似行为的用户,我们将其视为一个身份不明的机器人;然后,我们更新它们的行为模式以供将来使用。结果表明,该模型对游戏机器人用户的分类准确率高达98%。
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