363 research outputs found

    Not all the bots are created equal:the Ordering Turing Test for the labelling of bots in MMORPGs

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    This article contributes to the research on bots in Social Media. It takes as its starting point an emerging perspective which proposes that we should abandon the investigation of the Turing Test and the functional aspects of bots in favor of studying the authentic and cooperative relationship between humans and bots. Contrary to this view, this article argues that Turing Tests are one of the ways in which authentic relationships between humans and bots take place. To understand this, this article introduces the concept of Ordering Turing Tests: these are sort of Turing Tests proposed by social actors for purposes of achieving social order when bots produce deviant behavior. An Ordering Turing Test is method for labeling deviance, whereby social actors can use this test to tell apart rule-abiding humans and rule-breaking bots. Using examples from Massively Multiplayer Online Role-Playing Games, this article illustrates how Ordering Turing Tests are proposed and justified by players and service providers. Data for the research comes from scientific literature on Machine Learning proposed for the identification of bots and from game forums and other player produced paratexts from the case study of the game Runescape

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    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

    Multimodal game bot detection using user behavioral characteristics

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    What did I do Wrong in my MOBA Game?: Mining Patterns Discriminating Deviant Behaviours

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    International audienceThe success of electronic sports (eSports), where professional gamers participate in competitive leagues and tournaments , brings new challenges for the video game industry. Other than fun, games must be difficult and challenging for eSports professionals but still easy and enjoyable for amateurs. In this article, we consider Multi-player Online Battle Arena games (MOBA) and particularly, " Defense of the Ancients 2 " , commonly known simply as DOTA2. In this context, a challenge is to propose data analysis methods and metrics that help players to improve their skills. We design a data mining-based method that discovers strategic patterns from historical behavioral traces: Given a model encoding an expected way of playing (the norm), we are interested in patterns deviating from the norm that may explain a game outcome from which player can learn more efficient ways of playing. The method is formally introduced and shown to be adaptable to different scenarios. Finally, we provide an experimental evaluation over a dataset of 10, 000 behavioral game traces

    Integrating Players, Reputation and Ranking to Manage Cheating in MMOGs

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    In this paper, we propose an approach that uses in-game reputation as a solution to the problem of cheating in massively multiplayer online games. What constitutes cheating is however quite context-specific and subjective, and there is no universal view. Thus our approach aims to adjust to the particular forms of cheating to which players object rather than deciding a priori which forms of cheating should be controlled. The main feature of our approach is an architecture and model for maintaining player-based and context-appropriate trust and reputation measures, with the integration of these into the game’s ranking system. When an avatar loses reputation, our approach intervenes to reduce its ranking. It is envisaged that players will come to attach value to reputation in its own right. We also present the results of relatively large-scale simulations of various scenarios involving sequences of encounters between players, with an initial implementation of our reputation and ranking model in place, to observe the impact on cheaters (and non-cheaters)

    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
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