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研究生: 張弘政
Hong-Cheng Chang
論文名稱: 應用流形技術偵測遊戲外掛
Game Bot Detection using Manifold Learning Techniques
指導教授: 鮑興國
Hsing-Kuo Kenneth Pao
陳存暘
Chun-Yang Chen
口試委員: 李育杰
Yuh-Jye Lee
邱舉明
Ge-Ming Chiu
戴碧如
Bi-Ru Dai
學位類別: 碩士
Master
系所名稱: 電資學院 - 資訊工程系
Department of Computer Science and Information Engineering
論文出版年: 2008
畢業學年度: 96
語文別: 英文
論文頁數: 70
中文關鍵詞: 網路遊戲遊戲外掛人類行為路徑流形學習降維技術
外文關鍵詞: online games, game bots
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  • 近幾年網路遊戲業快速地成長,有許廠商紛紛加入這個領域並且賺取了大量的收入。然而,玩家於遊戲中使用不法程式成為了網路遊戲業一個嚴重的問題。許多玩家使用外掛程式自動進行遊戲,這些玩家幾乎不用付出努力就能獲取大量的利益,這個情況嚴重影響到網路遊戲產業的發展。外掛程式是一種設計用來自動模仿玩家行為的程式,因此他們很難被分辨出來。至今為止,大多數的廠商利用人力資源來偵測外掛而不是使用電腦自動偵測,這造成遊戲商一個額外的支出。在此我們提出了一個偵測外掛的系統架構,並使用玩家路俓做為我們分辨普通玩家與外掛的資訊來源,我們嘗試從這些路俓萃取出一些有用的特性來幫助我們區分人類與外掛程式。為了儘可能取得較多的資訊,我們的前處理動作會產生一個維度較高的資料,所以我們引進流形技術來降低資料維度,我們將一個稱為等量特徵映射的降維演算法加入我們的架構中來達成降維的目的。經由這個演算法,原本資料在高維度時的結構特性在降至低維度後也能保存。我們的實驗結果顯示人類及外掛在很多情況下都能藉由他們的路徑來區分他們,因此我們有不錯的偵測準確率。


    The online game industry grows explosively in recent years. Many entertainment companies invest in online game development and receive great profit. Unfortunately, players cheating in games has became a serious problem. Many players use game bots to gain rewards without paying too much effort. The game bots are designed to imitate human behavior. Thus they are diffcult to detect. Until now, most of the companies still detect bots by human identication instead of automatic machine detection. In this thesis, we propose a trajectory-based framework to detect game bots and apply manifold learning techniques in the framework. Using the trajectory data from a real life online game, we try to find some useful features from the original trajectory which can distinguish humans from bots. The data that we obtain are in a high dimensional space, so we apply a dimension reduction skill called Isomap to reduce the data dimension into a lower dimension. The structure of the data will be preserved in the new dimensional space. Our experiment results show that the bot trajectories can be distinguished from human trajectories very well in many cases, thus we can identify them in a high accuracy.

    1 Introduction 1 1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.2 Proposed Method . . . . . . . . . . . . . . . . . . . . . . . 2 1.3 Thesis Outline . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 Online Game Issues 4 2.1 An Overview of Online Game in Nowadays . . . . . . . . . 4 2.2 Some Issues of Online Games . . . . . . . . . . . . . . . . 7 2.2.1 Cheating . . . . . . . . . . . . . . . . . . . . . . . . 9 2.2.2 Account Security . . . . . . . . . . . . . . . . . . . 10 2.2.3 Bot Detection . . . . . . . . . . . . . . . . . . . . . 11 2.3 Other Related Work . . . . . . . . . . . . . . . . . . . . . 14 3 Manifold Learning 15 3.1 The Curse of Dimensionality . . . . . . . . . . . . . . . . . 16 3.2 Manifold Learning . . . . . . . . . . . . . . . . . . . . . . 17 3.3 Linear & Nonlinear Dimension Reduction . . . . . . . . . . 18 3.3.1 PCA . . . . . . . . . . . . . . . . . . . . . . . . . . 19 3.3.2 Isomap . . . . . . . . . . . . . . . . . . . . . . . . . 20 4 Framework 27 4.1 Basis Techniques . . . . . . . . . . . . . . . . . . . . . . . 27 4.2 A Preview of Our Data Format . . . . . . . . . . . . . . . 29 4.3 Preprocess . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 4.4 Classi‾cation . . . . . . . . . . . . . . . . . . . . . . . . . 30 4.4.1 k Nearest Neighbors . . . . . . . . . . . . . . . . . 31 4.4.2 Support Vector Machine . . . . . . . . . . . . . . . 31 4.5 Dimension Reduction Representation . . . . . . . . . . . . 32 4.6 Classi‾cation with Dimension Reduction . . . . . . . . . . 34 4.7 Summary of Our Framework . . . . . . . . . . . . . . . . . 34 5 Experimental Results 36 5.1 Introduction to Our Data . . . . . . . . . . . . . . . . . . 36 5.2 Experiment I: Classi‾cation via Entropy . . . . . . . . . . 38 5.3 Experiment II: E®ect of Observation Time . . . . . . . . . 41 5.4 Experiment III: Adding White Gaussian Noise . . . . . . . 46 5.5 Experiment IV: Cross Map Problem . . . . . . . . . . . . . 47 5.6 Experiment V: Joint Vector Distribution Approach . . . . 49 6 Conclusion & Future Work 52 6.1 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 6.2 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . 53

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