• Title/Summary/Keyword: Bots Detection

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Hansel and Gretel : GFG Detection Scheme Based on In-Game Item Transactions (헨젤과 그레텔 : 게임 내 아이템 거래를 기반으로 한 GFG 탐지 방안)

  • Lee, Gyung Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1415-1425
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    • 2018
  • MMORPG genre is based on the belief that all users in virtual world are equal. All users are able to obtain the corresponding wealth or status as they strive under the same resource, time. However, game bot is the main factor for harming this fair competition, causing benign gamers to feel a relative deprivation and deviate from the game. Game bots mainly form GFG(Gold Farming Group), which collects the goods in the game indiscriminately and adversely affects the economic system of the game. A general game bot detection algorithm is useful for detecting each bot, but it only covers few portions of GFG, not the whole, so it needs a wider range of detecting method. In this paper, we propose a method of detecting GFG based on items used in MMORPG genre. Several items that are mainly traded in the game were selected and the flows of those items were represented by a network. We Identified the characteristics of exchanging items of GFG bots and can identify the GFG's item trade network with real datasets from one of the popular online games.

Game-bot detection based on Clustering of asset-varied location coordinates (자산변동 좌표 클러스터링 기반 게임봇 탐지)

  • Song, Hyun Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1131-1141
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    • 2015
  • In this paper, we proposed a new approach of machine learning based method for detecting game-bots from normal players in MMORPG by inspecting the player's action log data especially in-game money increasing/decreasing event log data. DBSCAN (Density Based Spatial Clustering of Applications with Noise), an one of density based clustering algorithms, is used to extract the attributes of spatial characteristics of each players such as a number of clusters, a ratio of core points, member points and noise points. Most of all, even game-bot developers know principles of this detection system, they cannot avoid the system because moving a wide area to hunt the monster is very inefficient and unproductive. As the result, game-bots show definite differences from normal players in spatial characteristics such as very low ratio, less than 5%, of noise points while normal player's ratio of noise points is high. In experiments on real action log data of MMORPG, our game-bot detection system shows a good performance with high game-bot detection accuracy.

Detecting Daily-Driven Game-Bot Based on Online Game Play Log Clustering (온라인 게임 로그 데이터 클러스터링 기반 일일 단위 게임봇 판별)

  • Kim, Joo Hwan;Choi, Jin-Young
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.6
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    • pp.1097-1104
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    • 2021
  • Online game-bots are already known for a lot of persons by various ways. It leads to problems such as declining game player's interest, in-game financial crisis, etc. Detecting and restricting of game-bot is now essential. Because both publishers and players get disadvantages from their long term abnormal working. But it is not easy to restrict, because of false restriction risks. Game publishers need to distinguish game-bot from server-side game logs. At last, it should can make reasons for game-bot restriction. In this paper, we classified game-bot users by using daily separated game logs for testing data. For daily-driven detection, we separated total dataset into one day logs. Preliminary detects game-bots with one day logs, and determines total results by using these data. Daily driven detection advantages on detection which contains combined game playing style. Which shows like normal user and game-bot. These methodology shows better F1-score, which one of indicator which demonstrate classification accuracy. It increases from 0.898 to 0.945 by using Random Forest classifier.

A survey and categorization of anomaly detection in online games (온라인 게임에서의 이상 징후 탐지 기법 조사 및 분류)

  • Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1097-1114
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    • 2015
  • As the online game market grows, illegal activities such as cheating play using game bots or game hack programs, running private servers, hacking game companies' system and network, and account theft are also increasing. There are various security measures for online games to prevent illegal activities. However, the current security measures are not enough to prevent all highly evolving game attacks and frauds. Some security measure can do harm game players usability, game companies need to develop usable security measure that is well fit to game genre and contents design. In this study, we surveyed the recent trend of various security measure applied in online games. This research also classified illegal activities and their related countermeasure for detection and prevention.

Classification of HTTP Automated Software Communication Behavior Using a NoSQL Database

  • Tran, Manh Cong;Nakamura, Yasuhiro
    • IEIE Transactions on Smart Processing and Computing
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    • v.5 no.2
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    • pp.94-99
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    • 2016
  • Application layer attacks have for years posed an ever-serious threat to network security, since they always come after a technically legitimate connection has been established. In recent years, cyber criminals have turned to fully exploiting the web as a medium of communication to launch a variety of forbidden or illicit activities by spreading malicious automated software (auto-ware) such as adware, spyware, or bots. When this malicious auto-ware infects a network, it will act like a robot, mimic normal behavior of web access, and bypass the network firewall or intrusion detection system. Besides that, in a private and large network, with huge Hypertext Transfer Protocol (HTTP) traffic generated each day, communication behavior identification and classification of auto-ware is a challenge. In this paper, based on a previous study, analysis of auto-ware communication behavior, and with the addition of new features, a method for classification of HTTP auto-ware communication is proposed. For that, a Not Only Structured Query Language (NoSQL) database is applied to handle large volumes of unstructured HTTP requests captured every day. The method is tested with real HTTP traffic data collected through a proxy server of a private network, providing good results in the classification and detection of suspicious auto-ware web access.

A Discovery System of Malicious Javascript URLs hidden in Web Source Code Files

  • Park, Hweerang;Cho, Sang-Il;Park, Jungkyu;Cho, Youngho
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.5
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    • pp.27-33
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    • 2019
  • One of serious security threats is a botnet-based attack. A botnet in general consists of numerous bots, which are computing devices with networking function, such as personal computers, smartphones, or tiny IoT sensor devices compromised by malicious codes or attackers. Such botnets can launch various serious cyber-attacks like DDoS attacks, propagating mal-wares, and spreading spam e-mails over the network. To establish a botnet, attackers usually inject malicious URLs into web source codes stealthily by using data hiding methods like Javascript obfuscation techniques to avoid being discovered by traditional security systems such as Firewall, IPS(Intrusion Prevention System) or IDS(Intrusion Detection System). Meanwhile, it is non-trivial work in practice for software developers to manually find such malicious URLs which are hidden in numerous web source codes stored in web servers. In this paper, we propose a security defense system to discover such suspicious, malicious URLs hidden in web source codes, and present experiment results that show its discovery performance. In particular, based on our experiment results, our proposed system discovered 100% of URLs hidden by Javascript encoding obfuscation within sample web source files.

Detecting malicious behaviors in MMORPG by applying motivation theory (모티베이션 이론을 이용한 온라인 게임 내 부정행위 탐지)

  • Lee, Jae-hyuk;Kang, Sung Wook;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.69-78
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    • 2015
  • As the online game industry has been growing rapidly, more and more malicious activities to gain economic benefits have been reported as well. Game bot is one of the biggest problems in the online game industry. So we proposed a bot detection method based on the ERG theory of motivation for the first time. Most of the previous studies focused on behavior-based detection by monitoring patterns of the specific actions. In this paper, we applied the motivation theory to analyze user behaviors on a real game dataset. The result shows that normal users in the game followed the ERG theory of motivation in the same way as it works in real world. But in the case of game bots, the theory could not be applied because the game bot has specific reasons, unlike normal game users. We applied the ERG theory to users to distinguish game bot users from normal users. We detected the game bot with high accuracy of 99.78% by applying the theory.

Detection and Prevention Method by Analyzing Malignant Code of Malignant Bot (악성 Bot에 대한 악성코드 분석을 통한 탐지 및 대응방안)

  • Kim, Soeui;Choi, Duri;An, Beongku
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.199-207
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    • 2013
  • Recently, hacking is seen as a criminal activity beyond an activity associated with curiosity in the beginning. The malignant bot which is used as an attack technique is one of the examples. Malignant Bot is one of IRC Bots and it leaks user's information with attacker's command by attacking specified IP range. This paper will discuss an access method and a movement process by analyzing shadowbot which is a kind of a malignant Bot and will suggest possible countermeasure. This study has two distinct features. First, we analyze malignant Bot by analyzing tools such as VM ware. Second, we formulate a hypothesis and will suggest possible countermeasure through analyzing malignant Bot's access method and movement. Performance evaluation will be conducted by applying possible countermeasure to see if it can prevent attacks from malignant bot.

Intelligent & Predictive Security Deployment in IOT Environments

  • Abdul ghani, ansari;Irfana, Memon;Fayyaz, Ahmed;Majid Hussain, Memon;Kelash, Kanwar;fareed, Jokhio
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.185-196
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    • 2022
  • The Internet of Things (IoT) has become more and more widespread in recent years, thus attackers are placing greater emphasis on IoT environments. The IoT connects a large number of smart devices via wired and wireless networks that incorporate sensors or actuators in order to produce and share meaningful information. Attackers employed IoT devices as bots to assault the target server; however, because of their resource limitations, these devices are easily infected with IoT malware. The Distributed Denial of Service (DDoS) is one of the many security problems that might arise in an IoT context. DDOS attempt involves flooding a target server with irrelevant requests in an effort to disrupt it fully or partially. This worst practice blocks the legitimate user requests from being processed. We explored an intelligent intrusion detection system (IIDS) using a particular sort of machine learning, such as Artificial Neural Networks, (ANN) in order to handle and mitigate this type of cyber-attacks. In this research paper Feed-Forward Neural Network (FNN) is tested for detecting the DDOS attacks using a modified version of the KDD Cup 99 dataset. The aim of this paper is to determine the performance of the most effective and efficient Back-propagation algorithms among several algorithms and check the potential capability of ANN- based network model as a classifier to counteract the cyber-attacks in IoT environments. We have found that except Gradient Descent with Momentum Algorithm, the success rate obtained by the other three optimized and effective Back- Propagation algorithms is above 99.00%. The experimental findings showed that the accuracy rate of the proposed method using ANN is satisfactory.

Detecting gold-farmers' group in MMORPG by analyzing connection pattern (연결패턴 정보 분석을 통한 온라인 게임 내 불량사용자 그룹 탐지에 관한 연구)

  • Seo, Dong-Nam;Woo, Ji-Young;Woo, Kyung-Moon;Kim, Chong-Kwon;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.3
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    • pp.585-600
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    • 2012
  • Security issues in online games are increasing as the online game industry grows. Real money trading (RMT) by online game users has become a security issue in several countries including Korea because RMT is related to criminal activities such as money laundering or tax evasion. RMT-related activities are done by professional work forces, namely gold-farmers, and many of them employ the automated program, bot, to gain cyber asset in a quick and efficient way. Online game companies try to prevent the activities of gold-farmers using game bots detection algorithm and block their accounts or IP addresses. However, game bot detection algorithm can detect a part of gold-farmer's network and IP address blocking also can be detoured easily by using the virtual private server or IP spoofing. In this paper, we propose a method to detect gold-farmer groups by analyzing their connection patterns to the online game servers, particularly information on their routing and source locations. We verified that the proposed method can reveal gold-farmers' group effectively by analyzing real data from the famous MMORPG.