DC 欄位 | 值 | 語言 |
dc.contributor | 國立臺灣大學資訊工程學系 | zh_TW |
dc.contributor.author | Chen, Kuan-Ta | en |
dc.contributor.author | Jiang, Jhih-Wei | en |
dc.contributor.author | Huang, Polly | en |
dc.contributor.author | Chu, Hao-Hua | en |
dc.contributor.author | Lei, Chin-Laung | en |
dc.contributor.author | Chen, Wen-Chin | en |
dc.creator | Chen, Kuan-Ta; Jiang, Jhih-Wei; Huang, Polly; Chu, Hao-Hua; Lei, Chin-Laung; Chen, Wen-Chin | - |
dc.date | 2006 | - |
dc.date.accessioned | 2006-09-27T10:51:02Z | - |
dc.date.accessioned | 2018-07-05T00:46:50Z | - |
dc.date.available | 2006-09-27T10:51:02Z | - |
dc.date.available | 2018-07-05T00:46:50Z | - |
dc.date.issued | 2006 | - |
dc.identifier | 20060927122841632729 | zh_TW |
dc.identifier.issn | 16876172 | - |
dc.identifier.uri | http://ntur.lib.ntu.edu.tw//handle/246246/20060927122841632729 | - |
dc.identifier.uri | https://www.scopus.com/inward/record.uri?eid=2-s2.0-59949083615&doi=10.1155%2f2009%2f797159&partnerID=40&md5=92a744ce3b01dd9477b2feb08bfe7ce3 | - |
dc.description.abstract | MMORPGs have become extremely popular among network
gamers.Despite their success,one of MMORPG's great-
est challenges is the increasing use of game bots,i.e.,auto-
playing game clients.The use of game bots is considered
unsportsmanlike and is therefore forbidden.To keep games
in order,game police,played by actual human players,of-
ten patrol game zones and question suspicious players.This
practice,however,is labor-intensive and ine ffective.To ad-
dress this problem,we analyze the tra ffic generated by hu-
man players vs.game bots and propose solutions to auto-
matically identify game bots.
Taking Ragnarok Online ,one of the most popular MMOGs,
as our subject,we study the tra ffic generated by mainstream
game bots and human players.We find that their tra ffic
is distinguishable by:1)the regularity in the release time
of client commands,2)the trend and magnitude of tra ffic
burstiness in multiple time scales,and 3)the sensitivity to
network conditions.We propose four strategies and two in-
tegrated schemes to identify bots.For our data sets,the
conservative scheme completely avoids making false accusa-
tions against bona fide players,while the progressive scheme
tracks game bots down more aggressively.Finally,we show
that the proposed methods are generalizable to other games
and robust against counter-measures from bot developers. | en |
dc.description.abstract | Massively multiplayer online role playing games (MMORPGs) have become extremely popular among network gamers. Despite their success, one of MMORPG's greatest challenges is the increasing use of game bots, that is, autoplaying game clients. The use of game bots is considered unsportsmanlike and is therefore forbidden. To keep games in order, game police, played by actual human players, often patrol game zones and question suspicious players. This practice, however, is labor-intensive and ineffective. To address this problem, we analyze the traffic generated by human players versus game bots and propose general solutions to identify game bots. Taking Ragnarok Online as our subject, we study the traffic generated by human players and game bots. We find that their traffic is distinguishable by 1) the regularity in the release time of client commands, 2) the trend and magnitude of traffic burstiness in multiple time scales, and 3) the sensitivity to different network conditions. Based on these findings, we propose four strategies and two ensemble schemes to identify bots. Finally, we discuss the robustness of the proposed methods against countermeasures of bot developers, and consider a number of possible ways to manage the increasingly serious bot problem. | - |
dc.format | application/pdf | zh_TW |
dc.format.extent | 931847 bytes | - |
dc.format.mimetype | application/pdf | - |
dc.language | zh-TW | zh_TW |
dc.language.iso | zh_TW | - |
dc.publisher | 臺北市:國立臺灣大學資訊工程學系 | zh_TW |
dc.source | http://mll.csie.ntu.edu.tw/papers/bot_ident.pdf | zh_TW |
dc.subject | Game Bot | en |
dc.subject | Online Games | en |
dc.subject | Traffic Burstiness | en |
dc.subject.other | General solutions; Human players; Massively multiplayer; Multiple time-scales; Network conditions; Release time; Role-playing games; Traffic analysis; Traffic burstiness; Game theory | - |
dc.title | Identifying MMORPG Bots: A Traffic Analysis Approach | en |
dc.type | journal article | en |
dc.identifier.scopus | 2-s2.0-59949083615 | - |
dc.identifier.isi | WOS:000260685800001 | - |
dc.identifier.uri.fulltext | http://ntur.lib.ntu.edu.tw/bitstream/246246/20060927122841632729/1/bot_ident.pdf | - |
item.cerifentitytype | Publications | - |
item.openairetype | journal article | - |
item.openairecristype | http://purl.org/coar/resource_type/c_6501 | - |
item.grantfulltext | open | - |
item.fulltext | with fulltext | - |
item.languageiso639-1 | zh_TW | - |
crisitem.author.dept | Electrical Engineering | - |
crisitem.author.dept | Communication Engineering | - |
crisitem.author.dept | Networking and Multimedia | - |
crisitem.author.dept | Electrical Engineering | - |
crisitem.author.dept | Computer Science and Information Engineering | - |
crisitem.author.dept | Networking and Multimedia | - |
crisitem.author.dept | Networking and Multimedia | - |
crisitem.author.dept | Computer Science and Information Engineering | - |
crisitem.author.dept | Center for Artificial Intelligence and Advanced Robotics | - |
crisitem.author.orcid | 0000-0002-9011-5025 | - |
crisitem.author.orcid | 0000-0002-8286-0025 | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | Others: University-Level Research Centers | - |
顯示於: | 資訊工程學系
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