A Framework for Mining Collectively-Behaving Bots in MMORPGs

Fuente: arXiv
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Autores principales: Kim, Hyunsoo, Kim, Jun Hee, Son, Jaeman, Song, Jihoon, Lee, Eunjo
Formato: Preprint
Publicado: 2025
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author Kim, Hyunsoo
Kim, Jun Hee
Son, Jaeman
Song, Jihoon
Lee, Eunjo
author_facet Kim, Hyunsoo
Kim, Jun Hee
Son, Jaeman
Song, Jihoon
Lee, Eunjo
contents In MMORPGs (Massively Multiplayer Online Role-Playing Games), abnormal players (bots) using unauthorized automated programs to carry out pre-defined behaviors systematically and repeatedly are commonly observed. Bots usually engage in these activities to gain in-game money, which they eventually trade for real money outside the game. Such abusive activities negatively impact the in-game experiences of legitimate users since bots monopolize specific hunting areas and obtain valuable items. Thus, detecting abnormal players is a significant task for game companies. Motivated by the fact that bots tend to behave collectively with similar in-game trajectories due to the auto-programs, we developed BotTRep, a framework that comprises trajectory representation learning followed by clustering using a completely unlabeled in-game trajectory dataset. Our model aims to learn representations for in-game trajectory sequences so that players with contextually similar trajectories have closer embeddings. Then, by applying DBSCAN to these representations and visualizing the corresponding moving patterns, our framework ultimately assists game masters in identifying and banning bots.
format Preprint
id arxiv_https___arxiv_org_abs_2501_10461
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle A Framework for Mining Collectively-Behaving Bots in MMORPGs
Kim, Hyunsoo
Kim, Jun Hee
Son, Jaeman
Song, Jihoon
Lee, Eunjo
Machine Learning
Artificial Intelligence
In MMORPGs (Massively Multiplayer Online Role-Playing Games), abnormal players (bots) using unauthorized automated programs to carry out pre-defined behaviors systematically and repeatedly are commonly observed. Bots usually engage in these activities to gain in-game money, which they eventually trade for real money outside the game. Such abusive activities negatively impact the in-game experiences of legitimate users since bots monopolize specific hunting areas and obtain valuable items. Thus, detecting abnormal players is a significant task for game companies. Motivated by the fact that bots tend to behave collectively with similar in-game trajectories due to the auto-programs, we developed BotTRep, a framework that comprises trajectory representation learning followed by clustering using a completely unlabeled in-game trajectory dataset. Our model aims to learn representations for in-game trajectory sequences so that players with contextually similar trajectories have closer embeddings. Then, by applying DBSCAN to these representations and visualizing the corresponding moving patterns, our framework ultimately assists game masters in identifying and banning bots.
title A Framework for Mining Collectively-Behaving Bots in MMORPGs
topic Machine Learning
Artificial Intelligence
url https://arxiv.org/abs/2501.10461