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Game Bot Detection
       Based on Avatar Trajectories
                 Kuan-Ta Chen            Academia Sinica
                 Andrew Liao             NTU
                 Hsing-Kuo Kenneth Pao   NTUST
                 Hao-Hua Chu             NTU




ICEC IFIP 2008
Game Bots
       AI programs that can perform some tasks in place of
       gamers
       Popular in MMORPG and FPS games
            MMORPGs (Massive Multiplayer Role Playing Games)
            accumulating rewards efficiently in 24 hours a day
               breaking the balance of power and economies in games
            FPS games (First-Person Shooting Games)
            a) improving aiming accuracy
            b) fully automated
                achieving high ranking without proficient skills and efforts

Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory          2
Bot Detection

       Detecting whether a character is controlled by a bot is
       difficult since a bot obeys the game rules perfectly
       No general detection methods are available today


       State of practice is identifying via human intelligence
            Detection: Bots may show regular or peculiar behavior;
            Confirmation: Bots cannot talk like humans
            Labor-intensive and may annoy innocent players



Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   3
Earlier Bot Prevention / Detection Work
       Prevention
            CAPTCHA tests
            (Completely Automated Public
         Turing test to tell Computer and Human Apart)



       Detection
            Process monitoring at client side
                  Constantly changing the bot program’s signature
            Traffic analysis at the network
                  Remove bot traffic’s regularity by heavy-tailed random delays
            Aiming bot detection using Dynamic Bayesian Network
                  Specific to aiming bots that help aim the target accurately
Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory             4
CAPTCHA in a Japanese Online Game




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   5
Our Goal for Bot Detection

        Passive detection
           No intrusion in players’ gaming experience
        No client software is required
        Generalizable schemes (for other games and other
        game genres)




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   6
Our Solution: Trajectory-based Detection

       Based on the avatar’s moving trajectory in game
       Applicable for all genres of games where players control
       the avatar’s movement directly
       Avatar’s trajectory is high-dimensional (both in time
       and spatial domains)
          Use manifold learning to distinguish the trajectories
       of human players and game bots




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   7
The Rationale behind Our Scheme

       The trajectory of the avatar controlled by a human
       player is hard to simulate for two reasons:
            Complex context information:
            Players control the movement of avatars based on their
            knowledge, experience, intuition, and a great deal of
            information provided in the game.
            Human is not always logical and optimal
       How to model and simulate realistic movements is still
       an open question in the AI field?!


Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   8
Bot Detection: A Decision Problem
                 Q: Whether a bot is controlling a game client given
                    the movement trajectory of the avatar?
                 A: Yes / No?




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   9
Talk Progress

                Overview
                Data Description
                Proposed Schemes
                     Feature-based
                     Manifold learning:
                     Dimensionality Reduction using Isomap
                Conclusion




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   10
Case Study: Quake 2

       Choose Quake 2 as our case study
            A classic FPS game
            Many real-life human traces are available on the Internet
              more realistic than traces collected in experiments




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   11
A Screen Shot of Quake 2




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   12
Data Collection
       Human traces downloaded from GotFrag Quake, Planet Quake,
       Demo Squad, and Revilla Quake Sites
       Bot traces collected on our own Quake server
            CR BOT 1.14
            Eraser Bot 1.01
            ICE Bot 1.0
       Each cut into 1,000-second segments
       Totally 143.8 hours of traces were collected




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   13
Data Representation




            t               (X, Y)                   (X, Y)             (X, Y)



Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory            14
Trails of Human Players




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   15
Trails of CRBot




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   16
Trails of Eraser Bot




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   17
Trails of ICE Bot




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   18
Talk Progress

                Overview
                Data Description
                Proposed Schemes
                     Feature-based
                     Manifold learning:
                     Dimensionality Reduction using Isomap
                Conclusion




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   19
Proposed Schemes

       Scheme 1 – Feature Based: Extraction of Important
       Features, Combined with Decision Tree
            ON/OFF Activity
            Pace
            Path
            Turn
       Scheme 2 – Manifold Learning Based
            High-dimensional data
            Dimension reduction


Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   20
Feature Extraction

       Given a segment of a trajectory, {xt, yt}, 1 ≤ t ≤ T, we
       extract the following features from this two-dimensional
       time series:
            ON/OFF Activity
            Pace
            Path
            Turn




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   21
Movement Trail Analysis
       Activity
            mean/sd of ON/OFF periods
       Pace (1 step)
            speed/offset in each time period
            teleportation frequency
       Path (several steps)
            linger frequency/length
            smoothness
            detourness
       Turn
            frequency of mild turns, wild turns, and U-turns

Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   22
ON/OFF Activity Features




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   23
Pace-Related Features




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   24
Path-Related Features




                                                                               path length
                                                                detourness =
                                                                                  effset
Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory                        25
Turn-Related Features




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   26
Data Point Mapping using the First Three
                      Principle Components




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   27
Classification Results using Decision Tree




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   28
Proposed Schemes

       Scheme 1 – Feature Based: Extraction of Important
       Features, Combined with Decision Tree
            ON/OFF Activity
            Pace
            Path
            Turn
       Scheme 2 – Manifold Learning Based
            High-dimensional data
            Dimension reduction


Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   29
The Complete Process: Overview




                                                     Decision


Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   30
Step 1. Pace Vector Construction

       For trace sn , we compute the pace in consecutive two
       seconds by

             sn,i+1 − sn,i =                     (sn,i+1 − sn,i )T (sn,i+1 − sn,i )

       We then compute the distribution of pace lengths with a
       fixed bin size by

                        Fn = (fn,1 , fn,2 , . . . , fn,B )

       where B is the number of bins in the distribution.

Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory                 31
Examples of Pace Vectors




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   32
Step 2. Dimension Reduction with Isomap
       Pace vectors have 201 dimensions
       We adopt Isomap for dimension reduction for
            Better performance
            Reduce computation overhead in classification
       Isomap
            Assume data points lie on a smooth manifold
            Construct the neighborhood graph by kNN (k-nearest
            neighbors)
            Compute the shortest path for each pair of points
            Reconstruct data by MDS (multidimensional scaling)

Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   33
A Graphic Representation of Isomap




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   34
Distance Measure between Pace Vectors

   1. Euclidean Distance
   2. Kullback-Leibler divergence (or KL distance)



       where P & Q are feature vectors of dimension d
       Because KL distance is not symmetric, we use a
       symmetric version instead




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   35
PCA (Linear) vs. Isomap (Nonlinear)




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   36
Step 3. Classification

       Apply a supervised classifier on the Isomap-reduced
       pace vectors
       To decide whether a pace vector belongs to a bot or a
       human player




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   37
Five Methods for Comparison


         Method                                                   Data Input
         kNN
         Linear SVM                                               Pace Vectors
         Nonlinear SVM
         Isomap + kNN                                             Isomap-reduced Pace
         Isomap + Nonlinear SVM                                   Vectors




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory                   38
Evaluation Results


                                                                        Error Rate



       False Positive Rate                                              False Negative Rate




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory                         39
Talk Progress

                Overview
                Data Description
                Proposed Schemes
                     Feature-based
                     Manifold learning:
                     Dimensionality Reduction using Isomap
                Conclusion




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   40
Conclusion

       We propose a trajectory-based approach for detecting
       game bots.
       Feature-based method shows descent result
       We can improve the result and efficiency further by
       Isomap + nonlinear SVM approach.
       Human’s logic in controlling avatars is hard to simulate
          we believe this approach has the potential to be a
       general yet robust bot detection methodology


Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   41
Questions?




ICEC IFIP 2008
Thank You!



                 Hsing-Kuo Kenneth Pao




ICEC IFIP 2008
Addition of Gaussian Noise

       Bot programmers can try to evade from detection by
       adding random perturbation into bots’ movement
       behavior


       Evaluate the robustness of our scheme by adding
       Gaussian noise into bots’ trajectories




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory   44
Addition of Gaussian Noise (cont)

                     Human                                              Bots




                      Gaussian Noise                                    Bots with Noise




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory                     45
Evaluation Results


                                                                        Error Rate



       False Positive Rate                                               False Negative Rate




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory                          46
Cross-Maps Validation

       Sometimes human movement may be restricted by the
       environment around him/her.
       Whether a classifier trained for a map can be used for
       detecting bots on another map?

              The Edge                            The Frag Pipe         Warehouse




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory               47
Evaluation Results


                                                                         Error Rate



       False Postive Rate                                               False Negative Rate




Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory                         48

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Game Bot Detection Based on Avatar Trajectory

  • 1. Game Bot Detection Based on Avatar Trajectories Kuan-Ta Chen Academia Sinica Andrew Liao NTU Hsing-Kuo Kenneth Pao NTUST Hao-Hua Chu NTU ICEC IFIP 2008
  • 2. Game Bots AI programs that can perform some tasks in place of gamers Popular in MMORPG and FPS games MMORPGs (Massive Multiplayer Role Playing Games) accumulating rewards efficiently in 24 hours a day breaking the balance of power and economies in games FPS games (First-Person Shooting Games) a) improving aiming accuracy b) fully automated achieving high ranking without proficient skills and efforts Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 2
  • 3. Bot Detection Detecting whether a character is controlled by a bot is difficult since a bot obeys the game rules perfectly No general detection methods are available today State of practice is identifying via human intelligence Detection: Bots may show regular or peculiar behavior; Confirmation: Bots cannot talk like humans Labor-intensive and may annoy innocent players Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 3
  • 4. Earlier Bot Prevention / Detection Work Prevention CAPTCHA tests (Completely Automated Public Turing test to tell Computer and Human Apart) Detection Process monitoring at client side Constantly changing the bot program’s signature Traffic analysis at the network Remove bot traffic’s regularity by heavy-tailed random delays Aiming bot detection using Dynamic Bayesian Network Specific to aiming bots that help aim the target accurately Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 4
  • 5. CAPTCHA in a Japanese Online Game Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 5
  • 6. Our Goal for Bot Detection Passive detection No intrusion in players’ gaming experience No client software is required Generalizable schemes (for other games and other game genres) Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 6
  • 7. Our Solution: Trajectory-based Detection Based on the avatar’s moving trajectory in game Applicable for all genres of games where players control the avatar’s movement directly Avatar’s trajectory is high-dimensional (both in time and spatial domains) Use manifold learning to distinguish the trajectories of human players and game bots Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 7
  • 8. The Rationale behind Our Scheme The trajectory of the avatar controlled by a human player is hard to simulate for two reasons: Complex context information: Players control the movement of avatars based on their knowledge, experience, intuition, and a great deal of information provided in the game. Human is not always logical and optimal How to model and simulate realistic movements is still an open question in the AI field?! Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 8
  • 9. Bot Detection: A Decision Problem Q: Whether a bot is controlling a game client given the movement trajectory of the avatar? A: Yes / No? Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 9
  • 10. Talk Progress Overview Data Description Proposed Schemes Feature-based Manifold learning: Dimensionality Reduction using Isomap Conclusion Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 10
  • 11. Case Study: Quake 2 Choose Quake 2 as our case study A classic FPS game Many real-life human traces are available on the Internet more realistic than traces collected in experiments Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 11
  • 12. A Screen Shot of Quake 2 Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 12
  • 13. Data Collection Human traces downloaded from GotFrag Quake, Planet Quake, Demo Squad, and Revilla Quake Sites Bot traces collected on our own Quake server CR BOT 1.14 Eraser Bot 1.01 ICE Bot 1.0 Each cut into 1,000-second segments Totally 143.8 hours of traces were collected Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 13
  • 14. Data Representation t (X, Y) (X, Y) (X, Y) Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 14
  • 15. Trails of Human Players Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 15
  • 16. Trails of CRBot Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 16
  • 17. Trails of Eraser Bot Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 17
  • 18. Trails of ICE Bot Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 18
  • 19. Talk Progress Overview Data Description Proposed Schemes Feature-based Manifold learning: Dimensionality Reduction using Isomap Conclusion Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 19
  • 20. Proposed Schemes Scheme 1 – Feature Based: Extraction of Important Features, Combined with Decision Tree ON/OFF Activity Pace Path Turn Scheme 2 – Manifold Learning Based High-dimensional data Dimension reduction Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 20
  • 21. Feature Extraction Given a segment of a trajectory, {xt, yt}, 1 ≤ t ≤ T, we extract the following features from this two-dimensional time series: ON/OFF Activity Pace Path Turn Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 21
  • 22. Movement Trail Analysis Activity mean/sd of ON/OFF periods Pace (1 step) speed/offset in each time period teleportation frequency Path (several steps) linger frequency/length smoothness detourness Turn frequency of mild turns, wild turns, and U-turns Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 22
  • 23. ON/OFF Activity Features Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 23
  • 24. Pace-Related Features Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 24
  • 25. Path-Related Features path length detourness = effset Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 25
  • 26. Turn-Related Features Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 26
  • 27. Data Point Mapping using the First Three Principle Components Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 27
  • 28. Classification Results using Decision Tree Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 28
  • 29. Proposed Schemes Scheme 1 – Feature Based: Extraction of Important Features, Combined with Decision Tree ON/OFF Activity Pace Path Turn Scheme 2 – Manifold Learning Based High-dimensional data Dimension reduction Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 29
  • 30. The Complete Process: Overview Decision Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 30
  • 31. Step 1. Pace Vector Construction For trace sn , we compute the pace in consecutive two seconds by sn,i+1 − sn,i = (sn,i+1 − sn,i )T (sn,i+1 − sn,i ) We then compute the distribution of pace lengths with a fixed bin size by Fn = (fn,1 , fn,2 , . . . , fn,B ) where B is the number of bins in the distribution. Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 31
  • 32. Examples of Pace Vectors Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 32
  • 33. Step 2. Dimension Reduction with Isomap Pace vectors have 201 dimensions We adopt Isomap for dimension reduction for Better performance Reduce computation overhead in classification Isomap Assume data points lie on a smooth manifold Construct the neighborhood graph by kNN (k-nearest neighbors) Compute the shortest path for each pair of points Reconstruct data by MDS (multidimensional scaling) Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 33
  • 34. A Graphic Representation of Isomap Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 34
  • 35. Distance Measure between Pace Vectors 1. Euclidean Distance 2. Kullback-Leibler divergence (or KL distance) where P & Q are feature vectors of dimension d Because KL distance is not symmetric, we use a symmetric version instead Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 35
  • 36. PCA (Linear) vs. Isomap (Nonlinear) Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 36
  • 37. Step 3. Classification Apply a supervised classifier on the Isomap-reduced pace vectors To decide whether a pace vector belongs to a bot or a human player Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 37
  • 38. Five Methods for Comparison Method Data Input kNN Linear SVM Pace Vectors Nonlinear SVM Isomap + kNN Isomap-reduced Pace Isomap + Nonlinear SVM Vectors Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 38
  • 39. Evaluation Results Error Rate False Positive Rate False Negative Rate Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 39
  • 40. Talk Progress Overview Data Description Proposed Schemes Feature-based Manifold learning: Dimensionality Reduction using Isomap Conclusion Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 40
  • 41. Conclusion We propose a trajectory-based approach for detecting game bots. Feature-based method shows descent result We can improve the result and efficiency further by Isomap + nonlinear SVM approach. Human’s logic in controlling avatars is hard to simulate we believe this approach has the potential to be a general yet robust bot detection methodology Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 41
  • 43. Thank You! Hsing-Kuo Kenneth Pao ICEC IFIP 2008
  • 44. Addition of Gaussian Noise Bot programmers can try to evade from detection by adding random perturbation into bots’ movement behavior Evaluate the robustness of our scheme by adding Gaussian noise into bots’ trajectories Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 44
  • 45. Addition of Gaussian Noise (cont) Human Bots Gaussian Noise Bots with Noise Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 45
  • 46. Evaluation Results Error Rate False Positive Rate False Negative Rate Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 46
  • 47. Cross-Maps Validation Sometimes human movement may be restricted by the environment around him/her. Whether a classifier trained for a map can be used for detecting bots on another map? The Edge The Frag Pipe Warehouse Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 47
  • 48. Evaluation Results Error Rate False Postive Rate False Negative Rate Hsing-Kuo Kenneth Pao / Game Bot Detection Based on Avatar Trajectory 48