Game Behavior Pattern Modeling for Bots(Auto Program) detection

봇(오토프로그램) 검출을 위한 게임 행동 패턴 모델링

  • Jung, Hye-Wuk (Dept. of Computer Engineering, Sungkyunkwan University) ;
  • Park, Sang-Hyun (Dept. of Computer Engineering, Sungkyunkwan University) ;
  • Bang, Sung-Woo (Dept. of Computer Engineering, Sungkyunkwan University) ;
  • Yoon, Tae-Bok (Dept. of Computer Engineering, Sungkyunkwan University) ;
  • Lee, Jee-Hyong (Dept. of Computer Engineering, Sungkyunkwan University)
  • 정혜욱 (성균관대학교 컴퓨터공학과) ;
  • 박상현 (성균관대학교 컴퓨터공학과) ;
  • 방성우 (성균관대학교 컴퓨터공학과) ;
  • 윤태복 (성균관대학교 컴퓨터공학과) ;
  • 이지형 (성균관대학교 컴퓨터공학과)
  • Published : 2009.10.20

Abstract

Game industry, especially MMORPG (Massively Multiplayer Online Role Playing Game) has rapidly been expanding in these days. In this background, lots of online game security incidents have been increasing and getting more diversity. One of the most critical security incidents is 'Bots', mimics human player's playing behaviors. Bots performs the task without any manual works, it is considered unfair with other players. So most game companies try to block Bots by analyzing the packets between clients and servers. However this method can be easily attacked, because the packets are changeable when it is send to server. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with data on server. In this method, Bots developers cannot handle the data, because it is working on server. Therefore Bots cannot avoid it and we can find Bots users more completely.

MMORPG (Massively Multiplayer Online Role Playing Game) 시장은 급격히 증가하고 있으며 더불어 많은 발전을 이루고 있다. 하지만 그와 동시에 많은 게임 피해사례들이 증가하고 그 사례 또한 매우 다양화되고 있다. 그 중에서도 '봇(Bots)'은 사용자의 조작 없이 자동으로 작동하면서 게임의 몰입도 뿐만 아니라 보안 측면에서도 맡은 영향을 주고 있다. 따라서 게임 제공 업체에서는 클라이언트 단에서 packet을 분석하여 봇를 분별하려 하지만 클라이언트 단에는 사용자의 조작이 용이하므로 그 정확성이 떨어진다. 본 논문에서는 게임 서버 내에서 얻을 수 있는 사용자의 행동 데이터를 분석함으로써 실제 사용자 및 봇의 행동 패턴을 모델링하고 이를 비교하여 봇 검출에 적용하는 방법을 제안한다. 이 방법을 이용하여 보다 향상된 비교 모델을 완성 하였다.

Keywords

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