Online game bot detection based on party-play log analysis
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Kang, Ah Reum | - |
dc.contributor.author | Woo, Jiyoung | - |
dc.contributor.author | Park, Juyong | - |
dc.contributor.author | Kim, Huy Kang | - |
dc.date.accessioned | 2021-09-06T02:04:28Z | - |
dc.date.available | 2021-09-06T02:04:28Z | - |
dc.date.created | 2021-06-18 | - |
dc.date.issued | 2013-05 | - |
dc.identifier.issn | 0898-1221 | - |
dc.identifier.uri | https://scholar.korea.ac.kr/handle/2021.sw.korea/103375 | - |
dc.description.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. | - |
dc.language | English | - |
dc.language.iso | en | - |
dc.publisher | PERGAMON-ELSEVIER SCIENCE LTD | - |
dc.title | Online game bot detection based on party-play log analysis | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Kim, Huy Kang | - |
dc.identifier.doi | 10.1016/j.camwa.2012.01.034 | - |
dc.identifier.scopusid | 2-s2.0-84877739619 | - |
dc.identifier.wosid | 000320291500016 | - |
dc.identifier.bibliographicCitation | COMPUTERS & MATHEMATICS WITH APPLICATIONS, v.65, no.9, pp.1384 - 1395 | - |
dc.relation.isPartOf | COMPUTERS & MATHEMATICS WITH APPLICATIONS | - |
dc.citation.title | COMPUTERS & MATHEMATICS WITH APPLICATIONS | - |
dc.citation.volume | 65 | - |
dc.citation.number | 9 | - |
dc.citation.startPage | 1384 | - |
dc.citation.endPage | 1395 | - |
dc.type.rims | ART | - |
dc.type.docType | Article | - |
dc.description.journalClass | 1 | - |
dc.description.journalRegisteredClass | scie | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Mathematics | - |
dc.relation.journalWebOfScienceCategory | Mathematics, Applied | - |
dc.subject.keywordAuthor | Online game security | - |
dc.subject.keywordAuthor | Game bot | - |
dc.subject.keywordAuthor | User behavior analysis | - |
dc.subject.keywordAuthor | MMORPG | - |
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.
(02841) 서울특별시 성북구 안암로 14502-3290-1114
COPYRIGHT © 2021 Korea University. All Rights Reserved.
Certain data included herein are derived from the © Web of Science of Clarivate Analytics. All rights reserved.
You may not copy or re-distribute this material in whole or in part without the prior written consent of Clarivate Analytics.