2,221 research outputs found

    Selected Computing Research Papers Volume 1 June 2012

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    An Evaluation of Anti-phishing Solutions (Arinze Bona Umeaku) ..................................... 1 A Detailed Analysis of Current Biometric Research Aimed at Improving Online Authentication Systems (Daniel Brown) .............................................................................. 7 An Evaluation of Current Intrusion Detection Systems Research (Gavin Alexander Burns) .................................................................................................... 13 An Analysis of Current Research on Quantum Key Distribution (Mark Lorraine) ............ 19 A Critical Review of Current Distributed Denial of Service Prevention Methodologies (Paul Mains) ............................................................................................... 29 An Evaluation of Current Computing Methodologies Aimed at Improving the Prevention of SQL Injection Attacks in Web Based Applications (Niall Marsh) .............. 39 An Evaluation of Proposals to Detect Cheating in Multiplayer Online Games (Bradley Peacock) ............................................................................................................... 45 An Empirical Study of Security Techniques Used In Online Banking (Rajinder D G Singh) .......................................................................................................... 51 A Critical Study on Proposed Firewall Implementation Methods in Modern Networks (Loghin Tivig) .................................................................................................... 5

    Application of information theory and statistical learning to anomaly detection

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    In today\u27s highly networked world, computer intrusions and other attacks area constant threat. The detection of such attacks, especially attacks that are new or previously unknown, is important to secure networks and computers. A major focus of current research efforts in this area is on anomaly detection.;In this dissertation, we explore applications of information theory and statistical learning to anomaly detection. Specifically, we look at two difficult detection problems in network and system security, (1) detecting covert channels, and (2) determining if a user is a human or bot. We link both of these problems to entropy, a measure of randomness information content, or complexity, a concept that is central to information theory. The behavior of bots is low in entropy when tasks are rigidly repeated or high in entropy when behavior is pseudo-random. In contrast, human behavior is complex and medium in entropy. Similarly, covert channels either create regularity, resulting in low entropy, or encode extra information, resulting in high entropy. Meanwhile, legitimate traffic is characterized by complex interdependencies and moderate entropy. In addition, we utilize statistical learning algorithms, Bayesian learning, neural networks, and maximum likelihood estimation, in both modeling and detecting of covert channels and bots.;Our results using entropy and statistical learning techniques are excellent. By using entropy to detect covert channels, we detected three different covert timing channels that were not detected by previous detection methods. Then, using entropy and Bayesian learning to detect chat bots, we detected 100% of chat bots with a false positive rate of only 0.05% in over 1400 hours of chat traces. Lastly, using neural networks and the idea of human observational proofs to detect game bots, we detected 99.8% of game bots with no false positives in 95 hours of traces. Our work shows that a combination of entropy measures and statistical learning algorithms is a powerful and highly effective tool for anomaly detection

    Unmasking Clever Hans Predictors and Assessing What Machines Really Learn

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    Current learning machines have successfully solved hard application problems, reaching high accuracy and displaying seemingly "intelligent" behavior. Here we apply recent techniques for explaining decisions of state-of-the-art learning machines and analyze various tasks from computer vision and arcade games. This showcases a spectrum of problem-solving behaviors ranging from naive and short-sighted, to well-informed and strategic. We observe that standard performance evaluation metrics can be oblivious to distinguishing these diverse problem solving behaviors. Furthermore, we propose our semi-automated Spectral Relevance Analysis that provides a practically effective way of characterizing and validating the behavior of nonlinear learning machines. This helps to assess whether a learned model indeed delivers reliably for the problem that it was conceived for. Furthermore, our work intends to add a voice of caution to the ongoing excitement about machine intelligence and pledges to evaluate and judge some of these recent successes in a more nuanced manner.Comment: Accepted for publication in Nature Communication

    Cheat detection and security in video games

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    IMAGE DETECTION IN THE AIMBOT PROGRAM USING YOLOV4-TINY

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    Cheats are a way for players to gain an unfair advantage. The rise of cheats in online games encourages game producers to increase the security of their games by implementing an anti-cheat system. However, the currently widely circulated anti-cheat system only monitors incoming and outgoing raw data. With the widespread use of image detection systems, we can fool most of today's anti-cheat systems. This can be done by capturing the image that appears on the screen and then processing it through the image detection system. From the process, it can be seen whether there are opponents that appear on the screen. If there is, the program will move the mouse to the place where the enemy is and shoot it. This program is built on the core of the YOLOv4-tiny image detection system

    온라인 게임에서 유저의 행태에 관한 연구

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    학위논문 (박사)-- 서울대학교 대학원 : 경영대학 경영학과, 2018. 2. 유병준.This dissertation consists of two essays on user behavior in online games. In the first essay, I identified multi-botting cheaters and measured their impacts using basic information in database such as user ID, playtime and item purchase record. I addressed the data availability issue and proposed a method for companies with limited data and resources. I also avoided large-scale transaction processing or complex development, which are fairly common in existing cheating detection methods. With respect to identifying cheaters, we used algorithms named DTW (Dynamic Time Warping) and JWD (Jaro–Winkler distance). I also measured the effects of using hacking tool by employing DID (Difference in Differences). My analysis results show some counter-intuitive results. Overall, cheaters constitute a minute part of users in terms of numbers – only about 0.25%. However, they hold approximately 12% of revenue. Furthermore, the usage of hacking tools causes a 102% and 79% increase in playtime and purchase respectively right after users start to use hacking tools. According to additional analysis, it could be shown that the positive effects of hacking tools are not just short-term. My granger causality test also reveals that cheating users activity does not affect other users' purchases or playtime trend. In the second essay, I propose a methodology to deal with churn prediction that meets two major purposes in the mobile casual game context. First, reducing the cost of data preparation, which is growing its importance in the big-data environment. Second, coming up with an algorithm that shows favorable performance comparable to that of the state-of-the-art. As a result, we succeed in greatly lowering the cost of the data preparation process by employing the sequence structure of the log data as it is. In addition, our sequence classification model based on CNN-LSTM shows superior results compared to the models of previous studies.Essay 1. Is Cheating Always Bad? A study of cheating identification and measurement of the effect 1 1. Introduction 2 2. Literature Review 8 3. Data 16 4. Hypotheses 17 5. Methodology 20 5.1 Cheating Identification 20 5.2 Measurement of Cheating Tool Usage Effect 28 6. Result 33 6.1 Cheating Identification 33 6.2 Measurement of Cheating Tool Usage Effect 33 7. Additional Analysis 35 7.1 Lifespan of Cheating Users 35 7.2 Granger Causality Test 36 8. Discussion and Conclusion 37 9. References 48 Essay 2. Churn Prediction in Mobile Casual Game: A Deep Sequence Classification Approach 61 1. Introduction 62 2. Definition of Churn 64 3. Related Works 65 4. Data 66 5. Methodology 66 5.1 Data Preparation 66 5.2 Prediction Model 71 6. Result and Discussion 74 7. References 77Docto

    Cheat Detection using Machine Learning within Counter-Strike: Global Offensive

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    Deep learning is becoming a steadfast means of solving complex problems that do not have a single concrete or simple solution. One complex problem that fits this description and that has also begun to appear at the forefront of society is cheating, specifically within video games. Therefore, this paper presents a means of developing a deep learning framework that successfully identifies cheaters within the video game CounterStrike: Global Offensive. This approach yields predictive accuracy metrics that range between 80-90% depending on the exact neural network architecture that is employed. This approach is easily scalable and applicable to all types of games due to this project\u27s basic design philosophy and approach

    Identification and Classification of Player Types in Massive Multiplayer Online Games using Avatar Behavior

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    The purpose of our research is to develop an improved methodology for classifying players (identifying deviant players such as terrorists) through multivariate analysis of data from avatar characteristics and behaviors in massive multiplayer online games (MMOGs). To build our classification models, we developed three significant enhancements to the standard Generalized Regression Neural Networks (GRNN) modeling method. The first enhancement is a feature selection technique based on GRNNs, allowing us to tailor our feature set to be best modeled by GRNNs. The second enhancement is a hybrid GRNN which allows each feature to be modeled by a GRNN tailored to its data type. The third enhancement is a spread estimation technique for large data sets that is faster than exhaustive searches, yet more accurate than a standard heuristic. We applied our new techniques to a set of data from the MMOG, Everquest II, to identify deviant players (\u27gold farmers\u27). The identification of gold farmers is similar to labeling terrorists in that the ratio of gold farmer to standard player is extremely small, and the in-game behaviors for a gold farmer have detectable differences from a standard player. Our results were promising given the difficulty of the classification process, primarily the extremely unbalanced data set with a small number of observations from the class of interest. As a screening tool our method identifies a significantly reduced set of avatars and associated players with a much improved probability of containing a number of players displaying deviant behaviors. With further efforts at improving computing efficiencies to allow inclusion of additional features and observations with our framework, we expect even better results

    Autonomous characters in virtual environments: The technologies involved in artificial life and their affects on perceived intelligence and playability of computer games

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    Computer games are viewed by academics as un֊grounded hack and patch experiments. "The industry lacks the formalism and requirement for a "perfect" solution often necessary in the academic world " [Woob]. Academic Artifical Intelligence (AI) is often viewed as un-implementable and narrow minded by the majority of ทon-AI programmer. "Historically, AI tended to be focused, containing detailed problems and domain-specific techniques. This focus makes for easier study - or engineering - of particular solutions. " [СһаОЗ .By implementing several well known AI techniques into the same gaming environment and judging users reactions this project aims to make links between the academic nature of AI, as well as investigate the nature of practical implementation in a gaming environment. An online Java implemented version of the 1970'ร classic Space Invaders has been developed and tested, with the Aliens being controlled by 6 different approaches to modelling AI functions. In total information from 334 individuals games was recorded. Different types of games AI can create highly varied gaming experience as highlighted by the range of values and high standard deviation values seen in the results. The link between complex behaviour, complex control systems and perceived intelligence was not supported. A positive correlation identified between how fun the users found the game and how intelligent they perceived the Aliens to be, would seem to be logical. As games get visually more and more impressive, the need for intelligent characters cannot be denied because it is one of the few way in which games can set themselves apart from the competition. Conclusions identified that computer games must remain focussed on their end- goal, that of producing a fun game. Whilst complex and clever AI can help to achieve it, the AI itself can never overshadow the end result
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