Identifying MMORPG Bots: A Traffic Analysis Approach
Transcription
Identifying MMORPG Bots: A Traffic Analysis Approach
Identifying MMORPG Bots: A Traffic Analysis Approach (MMORPG: Massively Multiplayer Online Role Playing Game) Kuan-Ta Chen National Taiwan University Collaborators: Jhih-Wei Jiang Polly Huang Hao-Hua Chu Chin-Laung Lei Wen-Chin Chen Talk Outline Motivation Trace collection Traffic analysis and bot identification schemes Performance evaluation Scheme Robustness Conclusion Identifying MMORPG Bots: A Traffic Analysis Approach 2 Game Bots AI programs that can perform many tasks in place of gamers Can reap rewards efficiently in 24 hours a day Î break the balance of power and economies in the game world Therefore bots are forbidden in most games Identifying MMORPG Bots: A Traffic Analysis Approach 3 Bot Detection Detecting whether a character is controlled by a bot is difficult since a bot obeys the game rules perfectly No general detection methods are available today The state of practice is identifying via human intelligence (as bots cannot talk like humans) Labor-intensive and may annoy innocent players This work is dedicated to automatic detection of game bots (without intrusion in players’ gaming experience) Identifying MMORPG Bots: A Traffic Analysis Approach 4 Key Contributions We proposed to detect bots with a traffic analysis approach We proposed four strategies to distinguish bots from human players based on their traffic characteristics Identifying MMORPG Bots: A Traffic Analysis Approach 5 Bot Detection: A Decision Problem Q: Whether a bot is controlling a game client given the traffic stream it generates? A: Yes or No Game client Game server Traffic stream Identifying MMORPG Bots: A Traffic Analysis Approach 6 Ragnarok Online -- a screen shot Ragnarok Online One of the most popular MMORPGs (they claimed 17 million subscribers worldwide recently) Notorious for the prevalence of the use of game bots Figure courtesy www.Ragnarok.co.kr Identifying MMORPG of Bots: A Traffic Analysis Approach 7 Game Bots in Ragnarok Online Two mainstream bot series: Kore -- KoreC, X-Kore, modKore, Solos, Kore, wasu, Erok, iKore, and VisualKore DreamRO (popular in China and Taiwan) Both bots are standalone (game clients not needed), fully-automated, script-based, and interactive Identifying MMORPG Bots: A Traffic Analysis Approach 8 DreamRO -- A Screen Shot View Scope World Map Character Status ter c a r Ch a Identifying MMORPG Bots: A Traffic Analysis Approach er is h e 9 Trace Collection Category Trace # Participants Average Length Network Human players 8 traces 2 rookies 2 experts 2.6 hours Bots 11 traces 2 bots 17 hours ADSL, Cable Modem, Campus Network Heterogeneity was preserved Player skills Character levels / equipments Network connections Network conditions (RTT, loss rate, etc) 206 hours and 3.8 million packets were traced in total Identifying MMORPG Bots: A Traffic Analysis Approach 10 Traffic Analysis of Collected Game Traces Traffic is analyzed in terms of Command timing Traffic burstiness Reaction to network conditions Four bot identification strategies are proposed Identifying MMORPG Bots: A Traffic Analysis Approach 11 Command Timing Observation Bots often issue their commands based on arrivals of server packets, which carry the latest status of the character and environment State update t1 Response time game client T = t2 – t1 Client command t2 game server time Client response time (response time) Time difference between the release of a client packet and the arrival of the most recent server packet Identifying MMORPG Bots: A Traffic Analysis Approach 12 CDF of Response Times DreamRO > 50% response times are extremely small Kore Zigzag pattern (multiples of a certain value) Identifying MMORPG Bots: A Traffic Analysis Approach 13 Histograms of Response Times (DreamRO traces) Many client packets are sent in response to server packets 1 ms 1 ms multiple peaks Identifying MMORPG Bots: A Traffic Analysis Approach multiple peaks 14 Histograms of Response Times Scheme #1: Command Timing Regularity in the distribution A traffic stream is considered from a bot ifof it bots’ has … response times Quick response times (< 10 ms) clustered Regularity in the distribution of response times, i.e., if any frequency component exists Identifying MMORPG Bots: A Traffic Analysis Approach 15 Traffic Burstiness Traffic burstiness An indicator of how traffic fluctuates over time The variability of packet/byte counts observed in successive periods Index of Dispersion for Counts (IDC) The IDC at time scale t is defined as Var(Nt ) , It = E(Nt ) where Nt indicates the number of arrivals in intervals of time t. Identifying MMORPG Bots: A Traffic Analysis Approach 16 Example: Wine Sales and IDC The period is approximately 12 months The IDC at 12 months is the lowest Identifying MMORPG Bots: A Traffic Analysis Approach 17 The Trend of Traffic Burstiness Conjecture for Bot Traffic 1. Each iteration of the bot program’s main loop takes roughly the same amount of time 2. Each iteration of the main loop sends out roughly the same number of packets 3. Bot traffic burstiness will be the lowest in the time scale around the time needed to complete each iteration Traffic generated by human players, of course, has no reason to exhibit such property Identifying MMORPG Bots: A Traffic Analysis Approach 18 Examining the Trend of Traffic Burstiness Scheme #2: Trend of Traffic Burstiness Regularity in the distribution A traffic stream is considered from a bot ifof … bots’ response times the IDC curve has a falling trend at first and after that a rising trend, and both trends are detected at time scales < 10 sec Identifying MMORPG Bots: A Traffic Analysis Approach 19 The Magnitude of Traffic Burstiness Conjecture Bot traffic is relatively smooth than human player traffic Difficulty no “typical” burstiness of human player traffic Solution compare the burstiness of client traffic with that of the corresponding server traffic (as servers treat all game clients equally) Scheme #3: Burstiness Magnitude A traffic stream is considered to be generated by a bot if the client traffic burstiness is much lower than the corresponding server traffic burstiness Identifying MMORPG Bots: A Traffic Analysis Approach 20 Human Reaction to Network Conditions Conjecture for Human Player Traces 1. The network delay of packets will influence the pace of game playing (the rate of screen updates, character movement) 2. Human players will unconsciously adapt to the game pace (the faster the game pace is, the faster the player acts) Traffic jam!! server Is there any relationship between network delay and the pace of user actions? Identifying MMORPG Bots: A Traffic Analysis Approach 21 Packet Rate vs. Network Delay Human player traces: downward trend Scheme #4: Pacing A traffic stream is considered from a bot if … correlation between pkt rate vs. network delay is nonnegative Identifying MMORPG Bots: A Traffic Analysis Approach 22 Performance Evaluation Metrics Correct rate the ratio the client type of a trace is correctly determined False positive rate the ratio a player is misjudged as a bot False negative rate the ratio a bot is misjudged as a human player Evaluate the sensitivity of input size by dividing traces into segments, and computing the above metrics on a segment basis Identifying MMORPG Bots: A Traffic Analysis Approach 23 Performance Evaluation Results [Burstiness magnitude] always achieves low false positive rates (< 5%) and yields a moderate correct rate (≈ 75%) [Command timing and Burstiness trend] Correct rates higher than 95% and false negative rates lower than 5% given an input size > 2,000 packets Identifying MMORPG Bots: A Traffic Analysis Approach 24 An Integrated Approach In practice, we can carry out multiple schemes simultaneously and combine their results according to preference Conservative approach: command timing AND burstiness trend Aggressive approach: command timing OR burstiness trend Identifying MMORPG Bots: A Traffic Analysis Approach 25 An Integrated Approach -- Results Aggressive Aggressive Conservative approach approach (2,000 (10,000 packets): packets): false ≈ 0%negative false positive rate <rate 1% and and95% > 90% correct correct rate rate Identifying MMORPG Bots: A Traffic Analysis Approach 26 Robustness against Counter-Attacks Just like anti-virus software vs. virus writers Our schemes only rely on packet timings An obvious attack is adding random delays to the release time of client packets Command timing scheme will be ineffective Schemes based on traffic burstiness are robust y Adding random delays will not eliminate the bot signature unless the added delay is longer than the iteration time by orders of magnitude or heavy-tailed y However, adding such long delays will make the bots incompetent as this will slowdown the character’s actions by orders of magnitude Identifying MMORPG Bots: A Traffic Analysis Approach 27 Simulating the Effect of Random Delays on IDC Identifying MMORPG Bots: A Traffic Analysis Approach 28 Summary Traffic analysis is effective to identify game bots Proposed four bot decision strategies and two integrated schemes for practical use The proposed schemes (except the one based on command timing) are robust under counter-attacks Identifying MMORPG Bots: A Traffic Analysis Approach 29 Thank You! Kuan-Ta Chen