Bot Detection in World of Warcraft Based on Efficiency Factors
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1 Bot Detection in World of Warcraft Based on Efficiency Factors ITMS Honours Minor Thesis Research Proposal By: Ian Stevens stvid002 Supervisor: Wolfgang Mayer School of Computer and Information Science University of South Australia Page 1
2 Table of content 1.1 Abstract Defining the Parameters: Setting up The WoW server: WoW character stats: Area: Enemies found in Sholazar basin: The human players The bot programs: Data Collection: Data pre-processing: Classifier architecture and training Testing the classifier Project schedule References:... 9 Page 2
3 1.1 Abstract This Research proposal gives an outline of a bot detection method in the popular online game World of Warcraft (hereafter referred to as WoW ). A bot is a computer program that controls the character and plays the game largely or completely unattended (1). This research looks at classifying a WoW character based on human behaviour that a program would struggle to mimic. The behaviour this paper covers is efficiency. Farming efficiently can be broken down into 5 different aspects. Percent of Items Gathered: Most human players will get distracted and miss/not see an item drop, whereas bots will detect and head towards the item drop. Distance between the player and item drop when farming: The distance between the WoW character and the item drop when they start harvesting is also a factor. With human players the exact distance between the WoW character and the item drop will vary, while the bots will show a pattern. Enemies engaged: Bots typically do not go after an item if there are too many enemies in the vicinity, whereas a human player might consider it. Time between item collections. Bots typical fly according to some laid out path, and because of this, a pattern emerges regarding the time it takes to collect an item. What drops are gathered: Some drops are hidden/obscured by other objects in the game. Bots will still go to these items while human plays might not see them. This paper proposes, using these different attributes, ways to classify an in game character as botcontrolled or human-controlled. The experiment is outlined in the following sections: Defining the parameters: laying out exactly how the experiment will be conducted. Data Collection: collecting the specific data from both bots and human player. Data pre-processing: transforming the data into useful information that the classifier can use. Classifier architecture and training: Describing the design of the classifier. Selecting the training subject so that the classifier can learn the difference between human and program Testing the classifier running the remainder of the test data through the classifier and analysing the results. Page 3
4 1.2 Defining the Parameters: Setting up The WoW server: The server I am running the research on is Jeutie s Blizzlike repack version 3.3.5a (2). This lets me host a game of world of Warcraft (WoW) Wrath of the Lich King version (3). The bots and the human players will play with the same WoW character to make sure the tests are reliable. When the participants and the bots are playing the game they will be alone in the word. This is obviously different from playing the real game, as on occasion, other players will mine the ore before you can. As this is the same for the bots and the human participants, it should not be a discerning factor on the outcome of classifying the controller of the WoW character WoW character stats: Race: Worrier; Level: 80; Mount: Gryphon mount, adds 150% speed; Items: They will be given Heroes Dreadnaught Battle gear, the Damage per second set; Spells: The character will only be given the Abilities that the warrior class automatically get when it levels up. The character will not specialize in any category, or get any talents or glyphs Area: The participants will be ask to collect Saronite ore, an ore use to craft many useful items, so it is often farmed by players. The participants will be farming Saronite ore in Sholazar basin. Sholazar basin is a common area to collect Saronite ore Enemies found in Sholazar basin: The mighty dreadsaber Shango. The black-furred lion Pitch. The towering green devilsaur King Krush. The poisonous emperor cobra Venomtip. The incredibly elusive and beautiful mate of Harkoa herself, the spirit beast Logue nahak. The fiercely protective protodragon Broodmother Slivina (4). Page 4
5 1.2.5 The human players. Many players of different skill level play WoW. Some players have levelled up multiple characters and have spent many hours playing the game. Most players that get to Sholazar basin have a high skill level as it is a level area (4). Some players play on servers that multiply typical experience rates by a factor of up to 20, some could just be playing on a friend s account, or have not played in a long time. It is important to take into account this varying skill level when choosing participants to take part in the experiment. It will be ideal to get three participants in each of the following groups. Advanced players: Players who have levelled up multiple characters to level 80. Intermediate players: Players who have played multiple hours of WoW but just levelled up a single character to level 80. Beginner players: Players who haven t played much/any WoW but know the basics. Each participant will be asked to perform four ten minute farming sessions. They will be instructed that their main gold is accruing Saronite ore. Each player will be given time before the experiment starts to set up the hot key however they desire The bot programs: The experiment will involve two different bot programs, Lazy bot and Honorbuddy. Lazy bot is a free to download bot so it attracts lots of players that are not willing to pay money for a bot (5). Honorbuddy is rated one of the top WoW bots and has over 260,000 registered users (6). Both bots will be run with using different behaviour scripts. The bots will do 64 test cases. Each bot will have three different routes around Sholazar Basin. Each bot will be tested with two different Do not approach target with certain number of enemies around (DNA) number. Each bot will be tested with two different combat approaches, casting different spells. Each route will be tested three times starting at a different location Page 5
6 1.3 Data Collection: Various pieces of information are required to carry out this experiment. The program need to collect the location and number of the different enemies surrounding item drops, the location of the player, the location and number of item drops surrounding the player, which item drops the player gathered, and the time the items were gathered. Lazy Bot already collects this information from WoW as it needs this information as well to perform its mining function. The information was easier to collect from the Lazy bot s database than it was to from WoW s database. Each participant and Honorbuddy will have Lazy bot open but not running to make recording information easier. A program will be running while the test is carried out. This program will read the Lazy bot database and save the aforementioned information every half a second. The program recognizes the item as collected if it is removed from the Lazy bot database. As soon as an item is collected the distance between the WoW characters and the items last known location and position is saved. The time at which the item is removed from the database is also saved. If the player comes with in certain range of an item drop the program will save it as a possible collection. If the WoW characters goes and mines that item drop than it registers it as an achieved collection. 1.4 Data pre-processing: Each test case must have 5 different attributes: percent gathered, enemies engaged, distance from drop, time taken between drops, and location of drops. Percent gathered is calculated by possible collection/achieved collection. One problem is that bots are normally programmed not to approach an item drop if there are too many enemies around. This factor could disrupt our classification. Any drops that have a potential threat of attracting enemies will be excluded from this data set. To work out the number of enemies engaged the program looks for when the WoW character and an enemy are with in close proximity of each other. When this happens the program marks it as an encounter. The encounter is over when the player and all enemies are a certain distance apart. The program finds out what the distance between the WoW character and the desired item drop is. This is accomplished by applying the distance formula to the WoW characters coordinates and the last known location of the item drop. Time taken between drops is saved to the data base and does not need pre-processing. Page 6
7 The last piece of information need to be pre-processed is the location of drops. All the drop locations that have been successfully mined during a session will be saved into an array. 1.5 Classifier architecture and training The Classifier used is a C.4.5 decision tree algorithm. This algorithm was voted the most efficient classifying algorithm at the ICDM in 2006 (7). I will be using the Weka program to build the tree and analyse the results. Out of the 49 human test cases and the 36 bot test cases we will use 9 human test cases and 12 bot cases. The human training set will be one test case from each different player. The bot test cases will compose of: two test cases from each route, with the DNA number changed between the two. The C.4.5 decision tree algorithm works as follows Basic algorithm (a greedy algorithm) Tree is constructed in a top-down recursive divide-and-conquer manner At start, all the training examples are at the root Attributes are categorical (if continuous-valued, they are discretized in advance) Examples are partitioned recursively based on selected attributes Test attributes are selected on the basis of a heuristic or statistical measure (e.g., information gain) Conditions for stopping partitioning All samples for a given node belong to the same class There are no remaining attributes for further partitioning majority voting is employed for classifying the leaf There are no samples left (7) The attributes that the test cases will be split on are: percent gathered, enemies engaged, distance from drop, time taken between drops, and location of drops. 1.6 Testing the classifier The accuracy of a bot detection method is very important. Once an account is found to be using a bot harsh action is taken against that account such as banning or freezing the account for a time period. To have players that have spent money and time developing their character detected as bot and have their account deleted can be extremely detrimental to the games success. It is because of these reasons that a bot detection method must have a very low false positive rate. The remainder of the test cases will be used to test how efficient the bot detection method is. Weka outputs a detailed accuracy report which includes: true positive, False positive, Precision, Recall and a confusion matrix. With this information it will be easy to judge how efficient the algorithm is (7). Page 7
8 2 Remaining Project schedule Week 1: July Week 2: 1-7 August Week 3: 8-14 August Week 4: August Week 5: August Week 6: 29 August- 4 September Week 7: 5-11 September Week 8: September Week 9: September Week 10: 26 September -2 October Week 11: 3-9 October Week 12: 9-12 October Week 13: October Week 14: October Test that the program is recording all information needed correctly. Start recruiting participants to take part in the experiment. Recruit participant to take part in the experiment. Set up the environment for the experiment to take place, make sure all the computers have the programs needed. Conduct experiment. Annalise the results of the experiment. Finish literature review and introduction. Start writing methodology. Continue writing methodology. Prepare slides for presentation. supervisor methodology Abstract for presentation to supervisor. Look over feedback from supervisor about the methodology Practice presentation. Start writing about outcome of experiment Preform presentation. Continue writing about outcome of experiment Finish Writing about outcome of experiment. outcome of experiment section to supervisor. Look over feedback for outcome of experiment section. Start writing conclusion and abstract. Finish writing conclusion and abstract, format thesis to correct specifications. thesis to supervisor for final check. Send Marker information to Couse Manager. Add finishing touches to Thesis. Upload Thesis to wiki page Page 8
9 3 References: 1: S. Mitterhofer, C. Kruegel, E. Kirda, and C. Platzer, "Server-side Bot detection in massively Multiplayer online games," IEEE Security & Privacy Magazine, vol. 7, no. 3, pp , May : Incapsula, "[Release] [Trinitycore]Jeutie s Blizzlike Repack (3.3.5a) - RaGEZONE - MMO development community," RaGEZONE - MMO development community, [Online]. Available: Accessed: Jul. 24, : B. Entertainment, "Blizzard entertainment: World of Warcraft: Wrath of the Lich king," [Online]. Available: Accessed: Jul. 24, : "WoWWiki," [Online]. Available: Accessed: Jul. 24, : A. Post, "LAZYBOT support thread, Q&A, requests and updates," OwnedCore - World of Warcraft Exploits, Hacks, Bots and Guides., [Online]. Available: Accessed: Jul. 24, : T. of Service, "Honorbuddy the Bot for world of Warcraft,". [Online]. Available: Accessed: Jul. 24, : Jiuyong Li, Classification and Prediction, University of South Australia, Page 9
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