An Overview on Game Cheating and Its Countermeasures

Size: px
Start display at page:

Download "An Overview on Game Cheating and Its Countermeasures"

Transcription

1 ISBN (Print), (CD-ROM) Proceedings of the Second Symposium International Computer Science and Computational Technology(ISCSCT 09) Huangshan, P. R. China, 26-28,Dec. 2009, pp An Overview on Game Cheating and Its Countermeasures Xiao Lan 1, YiChun Zhang 2, and Pin Xu 3 1,2,3 Digital Media Technology, Communication University of China, Beijing, China 1 broodblue@126.com, 2,3 {zhangyichun, xupin}@cuc.edu.cn Abstract Game cheating has become a serious problem embarrassing the long term development of computer game. However, there s no complete taxonomy survey on game cheating up to date yet. In this paper, we give the strict definition and complete taxonomy on game cheating. Our taxonomy is with cheating logic, and is classified by cheating motivation, cheating principal, cheating executants, cheating environment and the consequence. What s more, we give a classification and survey on relevant cheating countermeasure methods. Index Terms computer game; online game; game cheating; cheating countermeasure I. INTRODUCTION A. Background Thanks to the booming development of computer and networking technologies, computer games have profoundly influenced our daily life. The games before 1990 s are only within one player mode that the opponent is computer AI. We call them console games. In recent years, online games have become prevalent in the game production industry and they are popular with youths. However, for all the game players, their fulfillment is to win. Some players want to win without corresponding efforts and with unfair advantages over opponents, so game cheating emerges. In order for fair players own sake and game development, it s necessary for us to look into game cheating behaviors, summarize something in common and work out corresponding countermeasures at last. However, there s no systematic and integrated overview on game cheating, and it limits the further investigation. As far to our knowledge, there re three problems need to be solved when someone wants to game cheating summarization. The diversity of cheating behavior: As the game style differs from one to another (such as 1st-person shooters FPS, massively multiplayer on-line role-playing games MMORPG, and peer-to-peer games P2P[1]), corresponding cheating techniques are complicated and multiplex. Furthermore, new cheating manners are emerging with the development of game. The insecurity of virtual world: The rules in virtual are different from those in real world. Game server cannot guarantee all personal data of the players in the virtual world are reliable and secure. When a cheater join a game using an untruthful personal data, it s possible for him doing whatever he wants without supervision. The difference between game cheating and traditional security attack: Game cheating is an emerging security problem. Comparing to traditional security-related threat, 2009 ACADEMY PUBLISHER AP-PROC-CS-09CN game cheating differs in motivation, target, principle, consequence and so on. For example, cheater uses gamebot (malware in moral view) intentionally, but in convention security scenario, malware executes violating user s intention. B. Related work As game cheating is evolving rapidly, it is important that make sure what game cheating means to players and game corporations. If people reach a consensus on game cheating, it s helpful keeping the virtual game world orderly. Up to now, many researchers have attempted giving a precise definition of game cheating or constructing a framework to classify game cheating. Definition: In order to distinguish smart play from cheating, Yan[2] define the cheating as Any behavior that a player may use to get an unfair advantage, or achieve a target that he is not supposed to be. But by this definition, it s difficult to judge player s actions as cheating because how to define unfair advantage is ambiguous. As an improvement, a more sufficient definition was presented by Yan[3] as any behavior that a player uses to gain an advantage or achieve a target in an online game is cheating if, according to the game rules or at the discretion of the game operator the advantage is unfair to his peer players or the target is one that he is not supposed to achieve. The improved definition focuses on the online cheating only, console game is excluded. So we define game cheating with minor modification as any behavior that a player uses to gain an advantage out of the context of the game rules permission or achieve a target that he is not supposed to be is game cheating. Additionally, the rules should contain not only the rules in virtual world also the rules related to the game in real world. Taxonomy: Pritchard [4] listed the game cheating manners that have occurred in various games. And he proposed a six-category which comprised of reflex augmentation, authoritative clients, information exposure, compromised servers, bugs and design loopholes, and environmental weaknesses. Reflex augmentation places extra emphaises on producing superior results from player s reaction. For example, aiming proxy in FPS games is a form of this type. The main form of authoritative clients cheating is modifying the game data such as modifying memory data to change the game properties and altering the network communication data packets to effect the result of certain game events. Information exposure is different from authoritative clients, cheating with information exposure does not modify game data directly but just expose them to cheater,

2 and cheater gains game knowledge advantage over opponents. For example, the cheater catches the data packets from network, and then analyzes them to obtain the hidden information such as the location of online opponents. The cheating with compromised servers occurs at game supporting server. The cheater first attacks the game servers using some familiar hacking techniques, and then modifies the server data or gets the information of other players. As the implemenataion of game architecture and game rules is complex and imperfect, exploiting bugs and design loopholes become a popular way of cheating. Environmental weaknesses is something of a catchall for exploitable problems a game may have on particular hardware or operating conditions[4]. For example in some games, cheater uses advanced display card which is of high brightness to show the dark places. But this categorization doesno't cover all types of cheating manners. As cheating behaviors are evolving, many emerging cheating behaviors cannot fit into any of these categories. For example, some behaviors such as cheating collusion, operator cheating and client hacking are not included. In [2], game cheating has been extended into 11 commom cheating classes. Since new cheating forms are added, 4 more cheating were added in [5]. Meanwhile, according a three dimensional taxonomy, online cheating was classified by the underlying vulnerability (what is exploited), the cheating consequence (what type of failure can be caused), and the cheating principal (who is cheating). This framework is helpful for cheating understanding, but their work doesn't cover the countermeasures. In order to make better understanding emerging research area of game cheating and boost anti-cheating improvement, we propose a novel classification of game cheating depending on cheating motivation, cheating principal, cheating location and its consequence in a more logical way. What's more, we do an overview of current anti-cheating techniques and point out their relations to our cheating taxonomy. The novel taxonomy will be presented in Section II. We present relevant anti-cheating methods and potential improvement in Section Ш. And conclusion is given in Section IV. II. NOVEL TAXONOMY OF GAME CHEATING We classify the game cheating in a logical order. The relationship between cheating behavior and our classification is shown in TABLE I. The more detailed illustrations are as follows. A. Motivation of the cheating In console games: The motivation is trivial. It is to defeat the computer AI opponent easier and faster. In online games: There're three main goals as follows: Defeat the competitor or avoid failure: In most P2P and FPS games, players cheat to augment the probability of winning. Get higher game level: Higher level means stronger power, access to advanced plot and usufruct of better items. For example, due to the amount of time needed to gain experience and items in massively multiplayer online role-playing games, some people have resorted to cheating to take a short cut to the higher levels of the game. Obtain economic interest: Virtual characters and items in online games can be traded for real money. A cheater might offer less and get more virtual advanced items by some kind of cheatings, so he can turn the virtual stuff into real money[6]. B. Approach of cheating Modify game software or data: Running online game needs to install game client software and connect to Internet. So cheater can modify the software directly such as removing validating routines, modifying configuration parameters, rewriting some parts of game software and so on[7]. Also, when game software is running in the memory, cheater can modify the memory data so as to influence the running game because of most game attributes are stored in the memory. When a game is running within local memory, cheater can look for the critical variables and then change them. Game sensitive data can be deteced not only in local memory but in the packets transfering via the networks and in server's database. Game related packets include commands and sensitive information so that cheater can insert, delete or modify the packets to illegally obtain competition advantage. In the online fighting action game, cheater may modify the data packets to strengthen destructive power of the cheater's role[17]. The data stored in server's database usually contain player s private information and game state, they can be modified by game operator or administrator which forms a new kind of cheating. A third-party tool but not modifying games: The cheating tools may be some softwares, number of small programs, game bots, or intelligent computers. Instead of modifying the data directly, some tools collect the information from the memory and networking packets, analyze these information, and form a clear report on game state. For example, cheater can determine the competitor's location by analyzing packets which contains game sound information. For another instance, in the chess tournament online, if a cheater uses a computer to predict opponent's behavior and design a best policy, he will gain huge advantage on the next move easily (just follow computer's prediction). Via modifying the graphic drive, cheater can make the walls transparent or help themselves accuratly aim. Game bots are common in most online games. For example, players use bots to perform repetitive tasks to save a great deal of time. Game bots can shoot more accurately in FPS. In order to gain high scores and the reputation, cheaters ues bots to join in the game instead themselves[16]. In addition, cheater can also deny other players service with a network attacking tool. When networking condition is harsh, players can not play the game normally. The cheater may can use some flooding attacks, blocks the communication between server and competitor, delays opponents response. Finally, opponents are likely to be kicked out of the game[10] according to current game 196

3 rules. Victim player in car racing online games will loose continuity of driving if he suffers from cheater s flooding attack. Collude with other players or game operator: People can collude with other players to gain unfair advantage over their honest opponents in online games[8]. In online bridge games or poker games, cheaters illicitly exchange card information over the other communication tools so that they can grasp the information of the honest competitors. Another typical example is win-trading in which cooperative players lost to the other alternatively in order to raise cheaters victory numbers[14]. Furthermore, cheaters can collude with the game operators who have access to modify the game database. Collude operators are able to create a strong role for cheaters. Exploit bug or loophole: Not only bugs of game design are expoited, but also the rules loophole[8]. This kind of cheating is resulted from system design flaws and imperfect game rules or policies. A good example is a socalled "camping" behavior in online war games[2]. The cheater stay in a corner where the other players can't shoot him easily. Then he is only to wait for the time running out or killing the enemy who is passing the place. The "corner" is one loophole of the game design. Moreover, making use of rule loopholes, cheater may advoid failure. When the player will lose the game, he may escape the game or make himself disconnecting from the game. So in his record, there will be less failures. Time cheating: A cheating player can delay his own move until he knows all the opponents moves. So he can obtain more time to react to a game event than a honest player. Time cheating involves message exchange, game state update, network and computational latency and so on [9]. Steal other player s ID/Password: ID or password is the key for player accessing to the game system[7]. It is also used for keeping his account alive and doing business in virtual world. Therefore, driven by the economic interest, the cheater tries everything available to steal other player s ID and password. Stealing can be approached by attacking server's database or accessing to other s personal PC with common hacking techniques. C. number of cheater Single cheater; Single cheater can cheat either in single-player or multi-player online games. Single cheater may be a game player or a game operator[5]. Almost single cheater cheating are executed by single player except modifying servers database is conducted by game operator. Multiple cheaters: This cheating usually happens in multi-player online game. The cheaters can collude with other players or game administrator. Collusion among players results in game victory, but cheating players cannot gain extra benefits. However, if the collusion involves game administrator, things go even worse. Cheaters are not only with game victory, it s possible for they to obtain a stronger role or advanced items. Especailly, cheaters is able to steal the other players ID/Password, and turn it into the economic interest (real money). D. Location of cheating In modern online game world, there are three types game based on networking infrastructure: distributed game, centralized game, and client/server game. So we TABLE I. TAXONOMY AND RELATIONSHIP OF GAME CHEATING BEHAVIORS Motivation Defeat the competitor or avoid failure Get higher game level Obtain economic interest Modify game software or data A third-party tool but not modifying games Approach Collude with other players or game operator Exploit bug or loophole Time cheating Steal other player s ID/Password Cheater number Location Consequence Single player Game operator Multiple players Player with operator Client Server Network Real world Game enjoyment losing Threaten security of other s PC Economic losses 197

4 divide the cheating scene into four classes. Act at client: Online game software is installed at the client side. The cheater use assistant tool which was running on client side. Frankly speaking, game software implementation is imperfect, the player will find out the bugs and loopoholes eventually. Cheating behaviors such as modifying game software or memory, using a thirdparty tool and exploiting bugs or loopholes is inevitablely at client s computer. Act at servers: Server s database stores Information of all players, including ID/Password, role information and so on. In special business platform, player can trade the game characters or items into real money. If cheater attack the server, he is able to obtain other players information and change game role attributes. Usually, cheaters achieve the goal using hacking tools. However, the game operator who has the privilege to manage the game is able to cheat easiy and change anyone s information at his will. So it happens sometime that cheater bribes operator for game benefits. Act in Network: Network is the only communication media between clients and servers, player and his competitor. It is important to build effective networking enviornment supporting online game. Cheaters modify the data flow between client and server, and influence the game result by changing the game commands or actions. Cheaters also can analyze the data to expose the hidden information. For example, time cheating involves data exchange and data update. It helps cheaters obtain more reaction time. Another example is flooding attack. Cheater blocks competitor s communication so that victim will result in incorrect game reaction. Act in Real world: Cheating happens not only in virtual world but in real world as well. Game collusion is a traditional cheating manner which happens in the real world. Colluders illicitly exchange the game information so that they gain unfair advantage over their honest opponents, and it s beyond the virtual game rules. E. consequence of cheating Different cheating behaviors may cause different consequences. We list four main consequences as follows: Harmless: In console games, cheating is only the tool with which the player can finish the game easier and faster. These cheatings doesn t harm other pepole. Game enjoyment losing: The joy of the game exists in the fierce competition. But cheating destroys the balance among players. Then game enjoyment for whole is losing. The more common cheating emerges in a game, the more fair players lose their interests. Threaten the security of other players PC: Hacking techniques are used in game cheating for the purpose to steal other players IDs/Passwords. This means that players PC will in danger when cheating happens. Economic losses: IDs and Passwords losing may result in the accounts and virtual items losing. For example, player can reach high level or get advanced items more easily via cheating. Reduced gaming time will cut down the income of the game service provider[18]. Ш. ANTI-CHEATING SOLUTIONS Using the cheating classification above, we can classify our counter-measures more explicitly, the following is relevant anti-cheating methods. The taxonomy of anti-cheating solution depending on cheating classification is presented in TABLE II. A. Education and punishment According to different cheating motivations, game service provider can make different education and punishment policies at the same time respectively. Education is that let players realize the moral and economic risks on cheating. Meanwhile, the punishment policy against cheater is getting rigorous. Once the player is found cheating, his ID/Password will be banned. So he will lose all including his game role, the game record, the items even his account. B. Anti-cheating methods Software and data protection: Encryption is used to prevent data from modification. Encryption can encrypt critical information in memory and in the transferring packets so that the attackers can't recognize the location of the elements and change them. TRM (Tamper Resistant Module) is one effective method to prevent the software cracking. TRM can verify the integrity of software whether the modification occurs in it [7]. Binaries protection is also an effective solution in the long term to prevent modification. Binaries protection [12] introduces dynamic mobile agents that an original agent is periodically downloaded and executed. So it is difficult for the cheater to break it due to the download code is always new. In [19], such a technique is also presented. Mobile Guard is used to ensure the integrity of the protection mechanisms the solution does not statically embed them into the game-client. At the same time, Randomly Created Checksum Algorithms (RCCAs) enforce Mobile Guard to be executed. The limitation of this method is that it only prolongs protection time but is not a complete protection all the time. Detection: For the data analyzing, encryption and binaries protection is also applied because the information comes from the memory data and network packets. For the third party programs, servers can detect them by scanning the memory of the client computer. Cheating detection also could be provided by honest players prosecution. If they find the people who act abnormally, they can report to game administrator. The third method of detection takes place on the servers. The servers record players actions and analyze them. By digging into the log, servers can find out the cheater [15]. Most of the detection methods are bots detection ones. Golle and Ducheneaut [20] propose two approaches to prevent bots with the CAPTCHA tests. This test is effective but it spoils the game continuity of the honest player. Except above method, we can use passive detection method. In [16], comparing real-life traces with the avatar s movement controlled by the players directly, researchers propose a trajectory-based approach. In [21], researchers show the traffic differences between those 198

5 generated by bots and by human players in various aspects. But the two works focus on one side only. The former assumes the bots controlled by the player directly, and in the later, the bots work as a standalone client. Random assign and operator management: Deal with multiple-players cheating: When the player joins in the game, system will distribute him into the room randomly. But this solution separates players who want to play with the partner he is familiar with. Therefore, current game usually provides two different running models: one is random, the other is unlimited. Deal with player with game operator cheating: To prevent the information leaking out, it can be solved by reducing the power of game operator, building more rigorous punishment policy and logging the game operating events. Enough test and timely update: It is impossible that one game is perfect without bug or loophole. Cheating cannot be avoided but can be reduced. Before the game shipment, the game developer need take more time to scrutinize the game. And anytime they find the bug or loophole, they need to make the update package timely. Cheat controlled protocol: Cheater using time cheating who controls the communication message has additional time to react to honest player s action. In [11], the paper presents a protocol that can be used to control cheating in reaction time based message ordering schemes. Protection of information and PC: The attacking target of cheaters may be the servers or the player s computer. So installing a personal firewall is necessary for client computer to protect personal information and ensure PC security. At the same time, it is vital to improve the central server s security, and robust mechanisms should be introduced identifying the ID/Password. Also, detection mechanism is necessary to find out the cheaters. C. Proof of identity for player At the present time, game service provider still lack a systemic authentication scheme to judge the validity of players identity. The cheaters can use false personal data to login in the game and then destroy games. If their passwords are banned, they can register another one. So strengthen the identity management is extremely urgent. D. Protocol-level solution When cheating happens on network level, using anticheating protocol is the mainstream solution [12]. The protocols are created to restrict the time or mode of message transferring through network. For example, the protocol for time cheating judges the cheating behavior by transmission time of all kinds message. In [13], secure protocol based on public key cryptography is presented to detect cheating on P2P online games. E. Risk management Game company should build a special department dealing with prosecution reports from the players who suffered from cheating. ID/password should not be the only approach accessing to user s account. Digital certificate technique can be introduced. The account will Approach TABLE II. Cheating Motivation Modify game software or data A third-party tool but not modifying games Collude with other players or game operator Exploit bug or loophole Time cheating Steal other player s ID/Password Cheater Location: in network Consequence TAXONOMY OF ANTI-CHEATING SOLUTION be more secure with the combination of password and certificate. IV. CONCLUSION In this paper, a novel classification of game cheating is presented by cheating motivation, cheating approach, cheater number, cheating location and cheating consequence. Combining with reviewing the earlier research works, we get a more systematic and structured cognition on game cheating. The introduction about cheating motivation and cheater can help the service providers to find out who is with higher probability to be the cheater. Nowadays, computer games have become one of most common computer applications in our daily life. Games do not only affect our entertainment life but change industry provision chain as well. The number of crime that caused by game cheating are continually raising [14]. But game security is still an emerging research area. Many existing problems in game cheating remain unsolved. People should pay more attention on game cheating and related security development. ACKNOWLEDGMENT Anti-cheating Solutions Education and punishment Software and data protection Detection Random assign and operator management Enough test and timely update Cheat controlled protocol: Protection of information and PC Proof of identity for player Protocol-level solution Risk management This work is supported by 211 project and 382 project of Communication University of China. REFERENCES [1] D. Saha, S. Sahu, and A. Shaikh, A Service Platform for On-Line Games, Proceedings of the 2nd workshop on Network and system support for games table of contents, Redwood City, California, pp , [2] J.Yan and H.J. Choi, Security Issues in Online Games, The Electronic Library, MCB, UP, Ltd,Vol. 20, No.2, pp , [3] J.Yan, Security Design in Online Games, in Proc. of the 19th Annual Computer Security Applications Conference, IEEE Computer Society, New York, pp , December, [4] M.Pritchard, How to Hurt the Hackers: The Scoop on Internet Cheating and How You Can Combat It, Information Security Bulletin, pp.33, February

6 [5] J.Yan and B.Rendell, A systematic classification of cheating in online games, NetGames 05, Hawthorne, New York, USA,ACM, pp.1-9, October 10 11, [6] J. Zetterström, a legal analysis of cheating in online multiplayer games, Göteborg University, Master Thesis, March [7] J. Ki, J. H. Cheon, J-Uk Kang, D. Kim, Taxonomy on Online Game Securitty, the Electronic Library, Vol. 22, No.1, pp.65-73, [8] P. J. Brooke, R. F. Paige, J. A. Clark, S. Stepney, Playing the game: cheating, loopholes, and indentit, SIGCAS Comput. Soc., Vol. 34, No. 2. September, 2004 [9] B.D.Chen and M.Maheswaran, A cheat controlled protocol for centralized online multiplayer games, Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, Portland, Oregon, USA, ACM, pp , [10] H.B.-L. Duh and V.H.H. Chen, Cheating behaviors in online gameing, Online Communities and Social Computing, Springer Berlin / Heidelberg, vol. 5621/2009, pp , 2009 [11] J. Hu and F. Zambetta, Security issues in massive online games, Security and Communication Networks, Vol. 1, No. 1, pp.83-92, [12] S. Bernard, M.G. Potop-Butucaru and S. Tixecuil, Cheats in online video games: detection, analysis, and countermeasures, [2008], ard.pdf [13] H. Yoshimoto, R. Shigetomi and H. Imai, How to protect peer-to-peer online games from cheats, Proceedings of the Symposium on Information Theory and Its Applications, Vol. 27, No.1, pp , [14] R. Joshi, Cheating and virtual crimes in massively multiplayer online games, technical report, Roal Holloway, University of London, January [15] K. Warns, Cheating Detection and Prevention in Massive Multiplayer Online Role Playing Games, The Seventh Annual Winona Computer Science Undergraduate Research Symposium, Winona, MN, April [16] K. Chen, A. Liao, H. K. Pao and H. Chu, Game Bot Detection Based on Avatar Trajectory, Lecture Notes In Computer Science, Vol. 5309, Pittsburgh, pp , [17] P. Laurens, R.F. Paige, P.J. Brooke and H. Chivers, A Novel Approach to the Detection of Cheating in Multiplayer Online Games, Proceedings of the 12th IEEE International Conference on Engineering Complex Computer Systems, Auckland, pp , [18] D. Pelland, Hackers, Cheaters Threaten Online Games' Business Model,March 3,2005, [19] C. Monch, G. Grimen, and R. Midtstraum, Protecting online games against cheating, in NetGames 06: Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games, New York, USA, ACM, pp.20, [20] P. Golle, N. Ducheneaut, Preventing bots from playing online games, Computers in Entertainment, Vol.3(3), New York, ACM, pp.3, July [21] K.T. Chen, J.W. Jiang, P. Huang, H.H. Chu, C.L. Lei, W.C. Chen, Identifying MMORPG bots: A traffic analysis approach., Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, Vol.266, No.4, Los Angeles, USA,ACM, pp.20-23, June

CMSC 425: Lecture 23 Detecting and Preventing Cheating in Multiplayer Games

CMSC 425: Lecture 23 Detecting and Preventing Cheating in Multiplayer Games CMSC 425: Lecture 23 Detecting and Preventing Cheating in Multiplayer Games Reading: This lecture is based on the following articles: M. Pritchard, How to Hurt the Hackers: The Scoop on Internet Cheating

More information

Chapter 5: Game Analytics

Chapter 5: Game Analytics Lecture Notes for Managing and Mining Multiplayer Online Games Summer Semester 2017 Chapter 5: Game Analytics Lecture Notes 2012 Matthias Schubert http://www.dbs.ifi.lmu.de/cms/vo_managing_massive_multiplayer_online_games

More information

Datakom II Seminar Lecture 2005 Erik Nordström

Datakom II Seminar Lecture 2005 Erik Nordström Online Gaming and Ad hoc Networking Datakom II Seminar Lecture 2005 1 Multiplayer Computer Games (MCG) - Background In the beginning there was MUD (Multi- User Dungeon) First adventure game to support

More information

A PERSPECTIVE IN COMPUTER ETHICS. Pattarasinee Bhattarakosol 1. Abstract. Introduction. What is computer ethics?

A PERSPECTIVE IN COMPUTER ETHICS. Pattarasinee Bhattarakosol 1. Abstract. Introduction. What is computer ethics? A PERSPECTIVE IN COMPUTER ETHICS Pattarasinee Bhattarakosol 1 Abstract Since computers are counted as a part of life, the issue of computer-related ethics has been considered seriously. Although there

More information

USING A FUZZY LOGIC CONTROL SYSTEM FOR AN XPILOT COMBAT AGENT ANDREW HUBLEY AND GARY PARKER

USING A FUZZY LOGIC CONTROL SYSTEM FOR AN XPILOT COMBAT AGENT ANDREW HUBLEY AND GARY PARKER World Automation Congress 21 TSI Press. USING A FUZZY LOGIC CONTROL SYSTEM FOR AN XPILOT COMBAT AGENT ANDREW HUBLEY AND GARY PARKER Department of Computer Science Connecticut College New London, CT {ahubley,

More information

IMGD 1001: Programming Practices; Artificial Intelligence

IMGD 1001: Programming Practices; Artificial Intelligence IMGD 1001: Programming Practices; Artificial Intelligence Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Outline Common Practices Artificial

More information

Tekken 7. General Rules

Tekken 7. General Rules Tekken 7 Every real person - unless officially banned - is allowed to participate in the competition and will be called "participant" in the following. General Rules 1. By attending the competition participants

More information

IMGD 1001: Programming Practices; Artificial Intelligence

IMGD 1001: Programming Practices; Artificial Intelligence IMGD 1001: Programming Practices; Artificial Intelligence by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu) Outline Common Practices Artificial Intelligence Claypool and Lindeman,

More information

Server-side Early Detection Method for Detecting Abnormal Players of StarCraft

Server-side Early Detection Method for Detecting Abnormal Players of StarCraft KSII The 3 rd International Conference on Internet (ICONI) 2011, December 2011 489 Copyright c 2011 KSII Server-side Early Detection Method for Detecting bnormal Players of StarCraft Kyung-Joong Kim 1

More information

Research of key technical issues based on computer forensic legal expert system

Research of key technical issues based on computer forensic legal expert system International Symposium on Computers & Informatics (ISCI 2015) Research of key technical issues based on computer forensic legal expert system Li Song 1, a 1 Liaoning province,jinzhou city, Taihe district,keji

More information

A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server

A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server Youngsik Kim * * Department of Game and Multimedia Engineering, Korea Polytechnic University, Republic

More information

Peer-to-Peer Architecture

Peer-to-Peer Architecture Peer-to-Peer Architecture 1 Peer-to-Peer Architecture Role of clients Notify clients Resolve conflicts Maintain states Simulate games 2 Latency Robustness Conflict/Cheating Consistency Accounting Scalability

More information

Gaming Security. Aggelos Kiayias

Gaming Security. Aggelos Kiayias Gaming Security Aggelos Kiayias Online Gaming A multibillion $ industry. Computer games represent a 10 bn $ market. Single games have sold as many as 20 million copies. MMORPGs massively multiplayer online

More information

By Jeremy Brun, Farzad Safaei, and Paul Boustead NETWORKED GAMES

By Jeremy Brun, Farzad Safaei, and Paul Boustead NETWORKED GAMES By Jeremy Brun, Farzad Safaei, and Paul Boustead MANAGING LATENCY NETWORKED GAMES Fighting propagation delays in real-time interactive applications improves gameplay and fairness in networked games by

More information

Cheat Detection Processing: A GPU versus CPU Comparison

Cheat Detection Processing: A GPU versus CPU Comparison Cheat Detection Processing: A GPU versus CPU Comparison Håkon Kvale Stensland, Martin Øinæs Myrseth, Carsten Griwodz, Pål Halvorsen Simula Research Laboratory, Norway and Department of Informatics, University

More information

A New Trend of Knowledge Management: A Study of Mobile Knowledge Management

A New Trend of Knowledge Management: A Study of Mobile Knowledge Management Management Science and Engineering Vol. 8, No. 4, 2014, pp. 1-5 DOI: 10.3968/5786 ISSN 1913-0341 [Print] ISSN 1913-035X [Online] www.cscanada.net www.cscanada.org A New Trend of Knowledge Management: A

More information

TRIESTE: A Trusted Radio Infrastructure for Enforcing SpecTrum Etiquettes

TRIESTE: A Trusted Radio Infrastructure for Enforcing SpecTrum Etiquettes TRIESTE: A Trusted Radio Infrastructure for Enforcing SpecTrum Etiquettes Wade Trappe Rutgers, The State University of New Jersey www.winlab.rutgers.edu 1 Talk Overview Motivation TRIESTE overview Spectrum

More information

Federico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti

Federico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti Basic Information Project Name Supervisor Kung-fu Plants Jakub Gemrot Annotation Kung-fu plants is a game where you can create your characters, train them and fight against the other chemical plants which

More information

Design and Implementation of Game Based Security Model to Secure the Information Contents

Design and Implementation of Game Based Security Model to Secure the Information Contents Available online www.ejaet.com European Journal of Advances in Engineering and Technology, 2018, 5(7): 474-480 Research Article ISSN: 2394-658X Design and Implementation of Game Based Security Model to

More information

Comp 3211 Final Project - Poker AI

Comp 3211 Final Project - Poker AI Comp 3211 Final Project - Poker AI Introduction Poker is a game played with a standard 52 card deck, usually with 4 to 8 players per game. During each hand of poker, players are dealt two cards and must

More information

Adjustable Group Behavior of Agents in Action-based Games

Adjustable Group Behavior of Agents in Action-based Games Adjustable Group Behavior of Agents in Action-d Games Westphal, Keith and Mclaughlan, Brian Kwestp2@uafortsmith.edu, brian.mclaughlan@uafs.edu Department of Computer and Information Sciences University

More information

Hierarchical Controller for Robotic Soccer

Hierarchical Controller for Robotic Soccer Hierarchical Controller for Robotic Soccer Byron Knoll Cognitive Systems 402 April 13, 2008 ABSTRACT RoboCup is an initiative aimed at advancing Artificial Intelligence (AI) and robotics research. This

More information

Mohammed Ghowse.M.E 1, Mr. E.S.K.Vijay Anand 2

Mohammed Ghowse.M.E 1, Mr. E.S.K.Vijay Anand 2 AN ATTEMPT TO FIND A SOLUTION FOR DESTRUCTING JAMMING PROBLEMS USING GAME THERORITIC ANALYSIS Abstract Mohammed Ghowse.M.E 1, Mr. E.S.K.Vijay Anand 2 1 P. G Scholar, E-mail: ghowsegk2326@gmail.com 2 Assistant

More information

STRATEGO EXPERT SYSTEM SHELL

STRATEGO EXPERT SYSTEM SHELL STRATEGO EXPERT SYSTEM SHELL Casper Treijtel and Leon Rothkrantz Faculty of Information Technology and Systems Delft University of Technology Mekelweg 4 2628 CD Delft University of Technology E-mail: L.J.M.Rothkrantz@cs.tudelft.nl

More information

User behaviour based modeling of network traffic for multiplayer role playing games

User behaviour based modeling of network traffic for multiplayer role playing games User behaviour based modeling of network traffic for multiplayer role playing games Mirko Suznjevic University of Zagreb, Faculty of Electrical Engineering and Computing Unska 3, Zagreb, Croatia mirko.suznjevic@fer.hr

More information

SM 4117 Virtual Reality Assignment 2 By Li Yiu Chong ( )

SM 4117 Virtual Reality Assignment 2 By Li Yiu Chong ( ) SM 4117 Virtual Reality Assignment 2 By Li Yiu Chong (50262340) In this essay I would analyze the environment of driving game under a network. The analysis will be base on 3D driving game of decentralized

More information

Online Games what are they? First person shooter ( first person view) (Some) Types of games

Online Games what are they? First person shooter ( first person view) (Some) Types of games Online Games what are they? Virtual worlds: Many people playing roles beyond their day to day experience Entertainment, escapism, community many reasons World of Warcraft Second Life Quake 4 Associate

More information

Running head: ETHICS, TECHNOLOGY, SUSTAINABILITY AND SOCIAL ISSUES 1. Ethics, Technology, Sustainability and Social Issues in Business.

Running head: ETHICS, TECHNOLOGY, SUSTAINABILITY AND SOCIAL ISSUES 1. Ethics, Technology, Sustainability and Social Issues in Business. Running head: ETHICS, TECHNOLOGY, SUSTAINABILITY AND SOCIAL ISSUES 1 Ethics, Technology, Sustainability and Social Issues in Business Name Institutional Affiliation ETHICS, TECHNOLOGY, SUSTAINABILITY AND

More information

Distributed Settlers of Catan

Distributed Settlers of Catan Distributed Settlers of Catan Hassan Alsibyani, Tim Mickel, Willy Vasquez, Xiaoyue Zhang Massachusetts Institute of Technology May 15, 2014 Abstract Settlers of Catan is a popular multiplayer board game

More information

Openlobby: an open game server for lobby and matchmaking

Openlobby: an open game server for lobby and matchmaking Journal of Physics: Conference Series PAPER OPEN ACCESS Openlobby: an open game server for lobby and matchmaking To cite this article: E M Zamzami et al 2018 J. Phys.: Conf. Ser. 978 012069 View the article

More information

Advanced Players Newsletter

Advanced Players Newsletter Welcome! Advanced Newsletter Beginners' Newsletter Chess problems for beginners Links Contact us/technical Support Download Free Manual Advanced Players Newsletter Series: How to Play Effectively with

More information

CS221 Project: Final Report Raiden AI Agent

CS221 Project: Final Report Raiden AI Agent CS221 Project: Final Report Raiden AI Agent Lu Bian lbian@stanford.edu Yiran Deng yrdeng@stanford.edu Xuandong Lei xuandong@stanford.edu 1 Introduction Raiden is a classic shooting game where the player

More information

COMP3211 Project. Artificial Intelligence for Tron game. Group 7. Chiu Ka Wa ( ) Chun Wai Wong ( ) Ku Chun Kit ( )

COMP3211 Project. Artificial Intelligence for Tron game. Group 7. Chiu Ka Wa ( ) Chun Wai Wong ( ) Ku Chun Kit ( ) COMP3211 Project Artificial Intelligence for Tron game Group 7 Chiu Ka Wa (20369737) Chun Wai Wong (20265022) Ku Chun Kit (20123470) Abstract Tron is an old and popular game based on a movie of the same

More information

The Behavior Evolving Model and Application of Virtual Robots

The Behavior Evolving Model and Application of Virtual Robots The Behavior Evolving Model and Application of Virtual Robots Suchul Hwang Kyungdal Cho V. Scott Gordon Inha Tech. College Inha Tech College CSUS, Sacramento 253 Yonghyundong Namku 253 Yonghyundong Namku

More information

IMPROVING TOWER DEFENSE GAME AI (DIFFERENTIAL EVOLUTION VS EVOLUTIONARY PROGRAMMING) CHEAH KEEI YUAN

IMPROVING TOWER DEFENSE GAME AI (DIFFERENTIAL EVOLUTION VS EVOLUTIONARY PROGRAMMING) CHEAH KEEI YUAN IMPROVING TOWER DEFENSE GAME AI (DIFFERENTIAL EVOLUTION VS EVOLUTIONARY PROGRAMMING) CHEAH KEEI YUAN FACULTY OF COMPUTING AND INFORMATICS UNIVERSITY MALAYSIA SABAH 2014 ABSTRACT The use of Artificial Intelligence

More information

CYBER SECURITY GUIDELINES FOR COMPUTER BASED GAMING APPLICATIONS

CYBER SECURITY GUIDELINES FOR COMPUTER BASED GAMING APPLICATIONS CYBER SECURITY GUIDELINES FOR COMPUTER BASED GAMING APPLICATIONS Document Control Version: 1.0 Author: CS Policies and Standards Section - MOTC Classification: Public Date of Issue: November 2016 Contents

More information

Efficient Methods for Improving Scalability and Playability of Massively Multiplayer Online Game (MMOG)

Efficient Methods for Improving Scalability and Playability of Massively Multiplayer Online Game (MMOG) Efficient Methods for Improving Scalability and Playability of Massively Multiplayer Online Game (MMOG) Kusno Prasetya BIT (Sekolah Tinggi Teknik Surabaya, Indonesia), MIT (Hons) (Bond) A dissertation

More information

Cryptanalysis of an Improved One-Way Hash Chain Self-Healing Group Key Distribution Scheme

Cryptanalysis of an Improved One-Way Hash Chain Self-Healing Group Key Distribution Scheme Cryptanalysis of an Improved One-Way Hash Chain Self-Healing Group Key Distribution Scheme Yandong Zheng 1, Hua Guo 1 1 State Key Laboratory of Software Development Environment, Beihang University Beiing

More information

Ethical and social aspects of management information systems

Ethical and social aspects of management information systems Ethical and social aspects of management Marcos Sanches Commerce Électronique The challenge Why are contemporary and the Internet a challenge for the protection of privacy and intellectual property? How

More information

Chess Rules- The Ultimate Guide for Beginners

Chess Rules- The Ultimate Guide for Beginners Chess Rules- The Ultimate Guide for Beginners By GM Igor Smirnov A PUBLICATION OF ABOUT THE AUTHOR Grandmaster Igor Smirnov Igor Smirnov is a chess Grandmaster, coach, and holder of a Master s degree in

More information

Challenges to human dignity from developments in AI

Challenges to human dignity from developments in AI Challenges to human dignity from developments in AI Thomas G. Dietterich Distinguished Professor (Emeritus) Oregon State University Corvallis, OR USA Outline What is Artificial Intelligence? Near-Term

More information

Splatoon 2 Belgium Championship 2018 ruleset

Splatoon 2 Belgium Championship 2018 ruleset Splatoon 2 Belgium Championship 2018 ruleset 1. General rules The Splatoon 2 Belgian Championship qualifiers will determine which teams will move to the semi finals of the Belgian championship. When a

More information

VALLIAMMAI ENGINEERING COLLEGE

VALLIAMMAI ENGINEERING COLLEGE VALLIAMMAI ENGINEERING COLLEGE SRM Nagar, Kattankulathur 603 203 DEPARTMENT OF COMPUTER APPLICATIONS QUESTION BANK III SEMESTER MC7304 PROFESSIONAL ETHICS Regulation 2013 Academic Year 2017 18 Prepared

More information

Running head: THE IMPACT OF COMPUTER ENGINEERING 1

Running head: THE IMPACT OF COMPUTER ENGINEERING 1 Running head: THE IMPACT OF COMPUTER ENGINEERING 1 The Impact of Computer Engineering Oakland University Andrew Nassif 11/21/2015 THE IMPACT OF COMPUTER ENGINEERING 2 Abstract The purpose of this paper

More information

DreamHack HCT Grand Prix Rules

DreamHack HCT Grand Prix Rules DreamHack HCT Grand Prix Rules The DreamHack administration team holds the right to alter rules at any time, to ensure fair play and a smooth tournament. Introduction The following terms and conditions

More information

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real... v preface Motivation Augmented reality (AR) research aims to develop technologies that allow the real-time fusion of computer-generated digital content with the real world. Unlike virtual reality (VR)

More information

PDF hosted at the Radboud Repository of the Radboud University Nijmegen

PDF hosted at the Radboud Repository of the Radboud University Nijmegen PDF hosted at the Radboud Repository of the Radboud University Nijmegen The following full text is a publisher's version. For additional information about this publication click this link. http://hdl.handle.net/2066/73645

More information

The Study on the Architecture of Public knowledge Service Platform Based on Collaborative Innovation

The Study on the Architecture of Public knowledge Service Platform Based on Collaborative Innovation The Study on the Architecture of Public knowledge Service Platform Based on Chang ping Hu, Min Zhang, Fei Xiang Center for the Studies of Information Resources of Wuhan University, Wuhan,430072,China,

More information

Online Game Quality Assessment Research Paper

Online Game Quality Assessment Research Paper Online Game Quality Assessment Research Paper Luca Venturelli C00164522 Abstract This paper describes an objective model for measuring online games quality of experience. The proposed model is in line

More information

Requirements Specification. An MMORPG Game Using Oculus Rift

Requirements Specification. An MMORPG Game Using Oculus Rift 1 System Description CN1 An MMORPG Game Using Oculus Rift The project Game using Oculus Rift is the game application based on Microsoft Windows that allows user to play the game with the virtual reality

More information

Tian, H. (HaiYun); Brooke, P. J. (Phillip); Bosser, A-G. (Anne-Gwenn)

Tian, H. (HaiYun); Brooke, P. J. (Phillip); Bosser, A-G. (Anne-Gwenn) TeesRep - Teesside's Research Repository Behaviour-based cheat detection in multiplayer games with Event-B Item type Authors Citation DOI Publisher Rights Meetings and Proceedings Tian, H. (HaiYun); Brooke,

More information

CSTA K- 12 Computer Science Standards: Mapped to STEM, Common Core, and Partnership for the 21 st Century Standards

CSTA K- 12 Computer Science Standards: Mapped to STEM, Common Core, and Partnership for the 21 st Century Standards CSTA K- 12 Computer Science s: Mapped to STEM, Common Core, and Partnership for the 21 st Century s STEM Cluster Topics Common Core State s CT.L2-01 CT: Computational Use the basic steps in algorithmic

More information

POSITIONAL EVALUATION

POSITIONAL EVALUATION POSITIONAL EVALUATION In this lesson, we present the evaluation of the position, the most important element of chess strategy. The evaluation of the positional factors gives us a correct and complete picture

More information

Instruction To Play Counter Strike Condition Zero On Lan Game

Instruction To Play Counter Strike Condition Zero On Lan Game Instruction To Play Counter Strike Condition Zero On Lan Game Counter Strike Condition Zero / Source System Language Protection CD Cover Source CONSOLE FIX NEON File Archive 71 KB Counter Strike Source

More information

Title: Dynamic Bayesian Approach for Detecting Cheats in Multi-Player Online Games

Title: Dynamic Bayesian Approach for Detecting Cheats in Multi-Player Online Games Editorial Manager(tm) for Multimedia Systems Manuscript Draft Manuscript Number: MMSJ-D-6-7R Title: Dynamic Bayesian Approach for Detecting Cheats in Multi-Player Online Games Article Type: Original Research

More information

Design and Development of Mobile Games By Cocos2d-X Game Engine

Design and Development of Mobile Games By Cocos2d-X Game Engine The 2018 International Conference of Organizational Innovation Volume 2018 Conference Paper Design and Development of Mobile Games By Cocos2d-X Game Engine Chi-Hung Lo 1 and Yung-Chih Chang 2 1 Department

More information

Huawei ilab Superior Experience. Research Report on Pokémon Go's Requirements for Mobile Bearer Networks. Released by Huawei ilab

Huawei ilab Superior Experience. Research Report on Pokémon Go's Requirements for Mobile Bearer Networks. Released by Huawei ilab Huawei ilab Superior Experience Research Report on Pokémon Go's Requirements for Mobile Bearer Networks Released by Huawei ilab Document Description The document analyzes Pokémon Go, a global-popular game,

More information

World of Warcraft: Quest Types Generalized Over Level Groups

World of Warcraft: Quest Types Generalized Over Level Groups 1 World of Warcraft: Quest Types Generalized Over Level Groups Max Evans, Brittany Cariou, Abby Bashore Writ 1133: World of Rhetoric Abstract Examining the ratios of quest types in the game World of Warcraft

More information

Centralized Server Architecture

Centralized Server Architecture Centralized Server Architecture Synchronization Protocols Permissible Client/ Server Architecture Client sends command to the server. Server computes new states and updates clients with new states. Player

More information

An Integrated Image Steganography System. with Improved Image Quality

An Integrated Image Steganography System. with Improved Image Quality Applied Mathematical Sciences, Vol. 7, 2013, no. 71, 3545-3553 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.12988/ams.2013.34236 An Integrated Image Steganography System with Improved Image Quality

More information

Meetings and Proceedings; Book Chapter. Authors Laurens, P. (Peter); Paige, R. F. (Richard); Brooke, P. J. (Phillip); Chivers, H.

Meetings and Proceedings; Book Chapter. Authors Laurens, P. (Peter); Paige, R. F. (Richard); Brooke, P. J. (Phillip); Chivers, H. TeesRep - Teesside's Research Repository A novel approach to the detection of cheating in multiplayer online games Item type Meetings and Proceedings; Book Chapter Authors Laurens, P. (Peter); Paige, R.

More information

< AIIDE 2011, Oct. 14th, 2011 > Detecting Real Money Traders in MMORPG by Using Trading Network

< AIIDE 2011, Oct. 14th, 2011 > Detecting Real Money Traders in MMORPG by Using Trading Network < AIIDE 2011, Oct. 14th, 2011 > Detecting Real Money Traders in MMORPG by Using Trading Network Atsushi FUJITA Hiroshi ITSUKI Hitoshi MATSUBARA Future University Hakodate, JAPAN fujita@fun.ac.jp Focusing

More information

Since last half decade people of wide age range are attracted

Since last half decade people of wide age range are attracted DETECTING ONLINE GOLD FARMERS USING NETWORK ANALYSIS Prof. Hattarge M. 1,Shivani Surve 2,Sharvari Shaha 3,Waghale Pranjalee 4,Kulkarni Onkar 5 Department of Computer Engineering, Sinhgad Academy of Engineering,

More information

AGENTLESS ARCHITECTURE

AGENTLESS ARCHITECTURE ansible.com +1 919.667.9958 WHITEPAPER THE BENEFITS OF AGENTLESS ARCHITECTURE A management tool should not impose additional demands on one s environment in fact, one should have to think about it as little

More information

1 Document history Version Date Comments

1 Document history Version Date Comments V1.4 Contents 1 Document history... 2 2 What is TourneyKeeper?... 3 3 Creating your username and password... 4 4 Creating a tournament... 5 5 Editing a tournament... 8 6 Adding players to a tournament...

More information

Testimony of Professor Lance J. Hoffman Computer Science Department The George Washington University Washington, D.C. Before the

Testimony of Professor Lance J. Hoffman Computer Science Department The George Washington University Washington, D.C. Before the Testimony of Professor Lance J. Hoffman Computer Science Department The George Washington University Washington, D.C. Before the U. S. Senate Committee on Commerce, Science, and Transportation Subcommittee

More information

Tanki online unblocked 66

Tanki online unblocked 66 > > Tanki online unblocked 66 Though it has been mentioned how games are really common nowadays, but let us look even deeper. There are places such as schools, offices where computers may not be allowed

More information

Artificial Intelligence. Cameron Jett, William Kentris, Arthur Mo, Juan Roman

Artificial Intelligence. Cameron Jett, William Kentris, Arthur Mo, Juan Roman Artificial Intelligence Cameron Jett, William Kentris, Arthur Mo, Juan Roman AI Outline Handicap for AI Machine Learning Monte Carlo Methods Group Intelligence Incorporating stupidity into game AI overview

More information

Development of Virtual Reality Simulation Training System for Substation Zongzhan DU

Development of Virtual Reality Simulation Training System for Substation Zongzhan DU 6th International Conference on Mechatronics, Materials, Biotechnology and Environment (ICMMBE 2016) Development of Virtual Reality Simulation Training System for Substation Zongzhan DU School of Electrical

More information

Information security as a countermeasure against cheating in video games

Information security as a countermeasure against cheating in video games Information security as a countermeasure against cheating in video games Kevin Kjelgren Mikkelsen Master in Information Security Submission date: June 2017 Supervisor: Erik Hjelmås, IIK Co-supervisor:

More information

Design and Application of Multi-screen VR Technology in the Course of Art Painting

Design and Application of Multi-screen VR Technology in the Course of Art Painting Design and Application of Multi-screen VR Technology in the Course of Art Painting http://dx.doi.org/10.3991/ijet.v11i09.6126 Chang Pan University of Science and Technology Liaoning, Anshan, China Abstract

More information

Dota2 is a very popular video game currently.

Dota2 is a very popular video game currently. Dota2 Outcome Prediction Zhengyao Li 1, Dingyue Cui 2 and Chen Li 3 1 ID: A53210709, Email: zhl380@eng.ucsd.edu 2 ID: A53211051, Email: dicui@eng.ucsd.edu 3 ID: A53218665, Email: lic055@eng.ucsd.edu March

More information

Individual Test Item Specifications

Individual Test Item Specifications Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the

More information

Terms and Conditions

Terms and Conditions 1 Terms and Conditions LEGAL NOTICE The Publisher has strived to be as accurate and complete as possible in the creation of this report, notwithstanding the fact that he does not warrant or represent at

More information

Watchmen: Scalable Cheat-Resistant Support for Distributed Multi-Player Online Games

Watchmen: Scalable Cheat-Resistant Support for Distributed Multi-Player Online Games 213 IEEE 33rd International Conference on Distributed Computing Systems Watchmen: Scalable Cheat-Resistant Support for Distributed Multi-Player Online Games Amir Yahyavi,Kévin Huguenin, Julien Gascon-Samson,Jörg

More information

Prof. Sameer Singh CS 175: PROJECTS IN AI (IN MINECRAFT) WINTER April 6, 2017

Prof. Sameer Singh CS 175: PROJECTS IN AI (IN MINECRAFT) WINTER April 6, 2017 Prof. Sameer Singh CS 175: PROJECTS IN AI (IN MINECRAFT) WINTER 2017 April 6, 2017 Upcoming Misc. Check out course webpage and schedule Check out Canvas, especially for deadlines Do the survey by tomorrow,

More information

Bellairs Games Workshop. Massively Multiplayer Games

Bellairs Games Workshop. Massively Multiplayer Games Bellairs Games Workshop Massively Multiplayer Games Jörg Kienzle McGill Games Workshop - Bellairs, 2005, Jörg Kienzle Slide 1 Outline Intro on Massively Multiplayer Games Historical Perspective Technical

More information

To Double or Not to Double by Kit Woolsey

To Double or Not to Double by Kit Woolsey Page 1 PrimeTime Backgammon September/October 2010 To Double or Not to Double Kit Woolsey, a graduate of Oberlin College, is the author of numerous books on backgammon and bridge. He had a great tournament

More information

A flexible application framework for distributed real time systems with applications in PC based driving simulators

A flexible application framework for distributed real time systems with applications in PC based driving simulators A flexible application framework for distributed real time systems with applications in PC based driving simulators M. Grein, A. Kaussner, H.-P. Krüger, H. Noltemeier Abstract For the research at the IZVW

More information

Bachelor Project Major League Wizardry: Game Engine. Phillip Morten Barth s113404

Bachelor Project Major League Wizardry: Game Engine. Phillip Morten Barth s113404 Bachelor Project Major League Wizardry: Game Engine Phillip Morten Barth s113404 February 28, 2014 Abstract The goal of this project is to design and implement a flexible game engine based on the rules

More information

Dust Warfare: Tournament Rules

Dust Warfare: Tournament Rules Dust Warfare: Tournament Rules Only through the sacrifices of every hero. Only through the bravery of every soldier. Only through the destruction of every walker. Only through these things will we achieve

More information

An Agent-based Heterogeneous UAV Simulator Design

An Agent-based Heterogeneous UAV Simulator Design An Agent-based Heterogeneous UAV Simulator Design MARTIN LUNDELL 1, JINGPENG TANG 1, THADDEUS HOGAN 1, KENDALL NYGARD 2 1 Math, Science and Technology University of Minnesota Crookston Crookston, MN56716

More information

Terms and Conditions

Terms and Conditions Terms and Conditions LEGAL NOTICE The Publisher has strived to be as accurate and complete as possible in the creation of this report, notwithstanding the fact that he does not warrant or represent at

More information

Chapter 2 Distributed Consensus Estimation of Wireless Sensor Networks

Chapter 2 Distributed Consensus Estimation of Wireless Sensor Networks Chapter 2 Distributed Consensus Estimation of Wireless Sensor Networks Recently, consensus based distributed estimation has attracted considerable attention from various fields to estimate deterministic

More information

Catan National Championship 2019TM Tournament Rules

Catan National Championship 2019TM Tournament Rules Catan National Championship 2019TM Tournament Rules These rules apply to all Catan Studio 2019 Catan National Championship Tournaments, regardless of country of origin. 1.0 General rules: 1.1 Referees:.

More information

Agent Smith: An Application of Neural Networks to Directing Intelligent Agents in a Game Environment

Agent Smith: An Application of Neural Networks to Directing Intelligent Agents in a Game Environment Agent Smith: An Application of Neural Networks to Directing Intelligent Agents in a Game Environment Jonathan Wolf Tyler Haugen Dr. Antonette Logar South Dakota School of Mines and Technology Math and

More information

AN AUTONOMOUS SIMULATION BASED SYSTEM FOR ROBOTIC SERVICES IN PARTIALLY KNOWN ENVIRONMENTS

AN AUTONOMOUS SIMULATION BASED SYSTEM FOR ROBOTIC SERVICES IN PARTIALLY KNOWN ENVIRONMENTS AN AUTONOMOUS SIMULATION BASED SYSTEM FOR ROBOTIC SERVICES IN PARTIALLY KNOWN ENVIRONMENTS Eva Cipi, PhD in Computer Engineering University of Vlora, Albania Abstract This paper is focused on presenting

More information

Game Artificial Intelligence ( CS 4731/7632 )

Game Artificial Intelligence ( CS 4731/7632 ) Game Artificial Intelligence ( CS 4731/7632 ) Instructor: Stephen Lee-Urban http://www.cc.gatech.edu/~surban6/2018-gameai/ (soon) Piazza T-square What s this all about? Industry standard approaches to

More information

Using Dynamic Capability Evaluation to Organize a Team of Cooperative, Autonomous Robots

Using Dynamic Capability Evaluation to Organize a Team of Cooperative, Autonomous Robots Using Dynamic Capability Evaluation to Organize a Team of Cooperative, Autonomous Robots Eric Matson Scott DeLoach Multi-agent and Cooperative Robotics Laboratory Department of Computing and Information

More information

Google DeepMind s AlphaGo vs. world Go champion Lee Sedol

Google DeepMind s AlphaGo vs. world Go champion Lee Sedol Google DeepMind s AlphaGo vs. world Go champion Lee Sedol Review of Nature paper: Mastering the game of Go with Deep Neural Networks & Tree Search Tapani Raiko Thanks to Antti Tarvainen for some slides

More information

Introduction. Table of Contents

Introduction. Table of Contents Version 1.0.1 Tournaments supported by the Organized Play ( OP ) program for the Star Wars : Imperial Assault, sponsored by Fantasy Flight Games ( FFG ) and its international partners, follow the rules

More information

2/6/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: SRS

2/6/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: SRS 2/6/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: SRS 1. Introduction Purpose of this section: General background and reference information

More information

COMP 400 Report. Balance Modelling and Analysis of Modern Computer Games. Shuo Xu. School of Computer Science McGill University

COMP 400 Report. Balance Modelling and Analysis of Modern Computer Games. Shuo Xu. School of Computer Science McGill University COMP 400 Report Balance Modelling and Analysis of Modern Computer Games Shuo Xu School of Computer Science McGill University Supervised by Professor Clark Verbrugge April 7, 2011 Abstract As a popular

More information

Privacy and Security in an On Demand World

Privacy and Security in an On Demand World Privacy and Security in an On Demand World Harriet Pearson, V.P. Workforce & Chief Privacy Officer IBM Corporation Almaden Institute Symposium on Privacy April 9, 2003 2002 IBM Corporation Outline Where

More information

Why (Special Agent) Johnny (Still) Can t Encrypt: A Security Analysis of the APCO Project 25 Two-Way Radio System

Why (Special Agent) Johnny (Still) Can t Encrypt: A Security Analysis of the APCO Project 25 Two-Way Radio System Why (Special Agent) Johnny (Still) Can t Encrypt: A Security Analysis of the APCO Project 25 Two-Way Radio System Sandy Clark Travis Goodspeed Perry Metzger Zachary Wasserman Kevin Xu Matt Blaze Usenix

More information

Strategic and Tactical Reasoning with Waypoints Lars Lidén Valve Software

Strategic and Tactical Reasoning with Waypoints Lars Lidén Valve Software Strategic and Tactical Reasoning with Waypoints Lars Lidén Valve Software lars@valvesoftware.com For the behavior of computer controlled characters to become more sophisticated, efficient algorithms are

More information

2. The Crypto Story So Far

2. The Crypto Story So Far 0 Contents 1. Abstract 2. The crypto story so far 2.1. The problem 3. Fornix Our purpose 4. The Fornix Solution 4.1. Master-nodes 4.2. Proof-of-Stake System 5. Use Cases 6. Coin Details 7. Project Roadmap

More information

On the Geographic Distribution of On-line Game Servers and Players

On the Geographic Distribution of On-line Game Servers and Players On the Geographic Distribution of On-line Game Servers and Players Wu-chang Feng Wu-chi Feng OGI@OHSU {wuchang,wuchi}@cse.ogi.edu ABSTRACT With a shift in the on-line gaming landscape from individually

More information

Official Skirmish Tournament Rules

Official Skirmish Tournament Rules Official Skirmish Tournament Rules Version 2.0.1 / Updated 12.23.15 All changes and additions made to this document since the previous version are marked in blue. Tiebreakers, Page 2 Round Structure, Page

More information

Once this function is called, it repeatedly does several things over and over, several times per second:

Once this function is called, it repeatedly does several things over and over, several times per second: Alien Invasion Oh no! Alien pixel spaceships are descending on the Minecraft world! You'll have to pilot a pixel spaceship of your own and fire pixel bullets to stop them! In this project, you will recreate

More information