Online game bot detection based on party-play log analysis
- Authors
- Kang, Ah Reum; Woo, Jiyoung; Park, Juyong; Kim, Huy Kang
- Issue Date
- 5월-2013
- Publisher
- PERGAMON-ELSEVIER SCIENCE LTD
- Keywords
- Online game security; Game bot; User behavior analysis; MMORPG
- Citation
- COMPUTERS & MATHEMATICS WITH APPLICATIONS, v.65, no.9, pp.1384 - 1395
- Indexed
- SCIE
SCOPUS
- Journal Title
- COMPUTERS & MATHEMATICS WITH APPLICATIONS
- Volume
- 65
- Number
- 9
- Start Page
- 1384
- End Page
- 1395
- URI
- https://scholar.korea.ac.kr/handle/2021.sw.korea/103375
- DOI
- 10.1016/j.camwa.2012.01.034
- ISSN
- 0898-1221
- Abstract
- As online games become popular and the boundary between virtual and real economies blurs, cheating in games has proliferated in volume and method. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play which reflects the social activities among garners: in a Massively Multi-user Online Role Playing Game (MMORPG), party play is a major activity that game hots exploit to keep their characters safe and facilitate the acquisition of cyber assets in a fashion very different from that of normal humans. Through a comprehensive statistical analysis of user behaviors in game activity logs, we establish threshold levels for the activities that allow us to identify game hots. Based on this, we also build a knowledge base of detection rules, which are generic. We apply our rule reasoner to AION, a popular online game serviced by NCsoft, Inc., a leading online game company based in Korea. (c) 2012 Elsevier Ltd. All rights reserved.
- Files in This Item
- There are no files associated with this item.
- Appears in
Collections - School of Cyber Security > Department of Information Security > 1. Journal Articles
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.