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:
http://publik.tuwien.ac.at/files/PubDat_205167.pdf
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.