Taking Ragnarok Online, one of the most popular MMOGs, as our subject, we study the traffic generated by mainstream game bots and human players. 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 network conditions. We propose four strategies and two integrated schemes to identify bots. For our data sets, the conservative scheme completely avoids making false accusations 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.
An extended version of this paper: Identifying MMORPG Bots: A Traffic Analysis Approach
AUTHOR = {Kuan-Ta Chen and Jhih-Wei Jiang and Polly Huang and Hao-Hua Chu and Chin-Laung Lei and Wen-Chin Chen},
TITLE = {Identifying {MMORPG} Bots: A Traffic Analysis Approach},
BOOKTITLE = {Proceedings of ACM SIGCHI ACE 06},
ADDRESS = {Los Angeles USA},
MONTH = {Jun},
YEAR = {2006},
URL = {http://www.iis.sinica.edu.tw/~cychen/pub/ace06_bot.html}
}
