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Online game bot detection based on party-play log analysis

Authors
Kang, Ah ReumWoo, JiyoungPark, JuyongKim, 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.
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