Talks and Poster Presentations (with Proceedings-Entry):

Ch. Platzer:
"Sequence-Based Bot Detection in Massive Multiplayer Online Games";
Talk: 8th International Conference on Information, Communications and Signal Processing, Singapur; 2011-12-13 - 2011-12-16; in: "Proceedings of the 8th International Conference on Information, Communications and Signal Processing", IEEE, (2011), ISBN: 978-1-4577-0030-9; Paper ID 433, 5 pages.

English abstract:
With the growing popularity of massive multiplayer online games (MMOG), the demand to protect these games and especially the participating players is increasing likewise. In this paper, we discuss a sequence-based solution to protect online games from being exploited by fully automated bots. Our research is based on various commercial and non-commercial bot implementations for the renowned game World of Warcraft. Our evaluation suggests, that a sequence-based detection technique is applicable even for mildly skilled players and effectively protects online games from a negative impact on game economics that causes both, grief to casual gamers and destroys game balance. Our implementation is fit to be deployed on either client- or server side, posing the first player-usable bot detection tool for World of Warcraft.

Electronic version of the publication:

Related Projects:
Project Head Christian Platzer:
A European Network of Excellence in Managing Threats and Vulnerabilities in the Future Internet: Europe for the World

Created from the Publication Database of the Vienna University of Technology.