• Title/Summary/Keyword: Cheating Detection

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A Study of Cheater Detection in FPS Game by using User Log Analysis (사용자 로그 분석을 통한 FPS 게임에서의 치팅 사용자 탐지 연구: 인공 신경망 알고리즘을 중심으로)

  • Park, Jung Kyu;Han, Mee Lan;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.177-188
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    • 2015
  • In-game cheating by the use of unauthorized software programs has always been a big problem that they can damage in First Person Shooting games, although companies operate a variety of client security solutions in order to prevent games from the cheating attempts. This paper proposes a method for detecting cheaters in FPS games by using game log analysis in a server-side. To accomplish this, we did a comparative analysis of characteristics between cheaters and general users focused on commonly loaded logs in the game. We proposed a cheating detection model by using artificial neural network algorithm. In addition, we did the performance evaluation of the proposed model by using the real dataset used in business.

A Blockchain-Based Cheating Detection System for Online Examination (블록체인 기반 온라인 시험 부정행위 탐지 시스템)

  • Nam, Goo Mo;Park, Ji Su;Shon, Jin Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.6
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    • pp.267-272
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    • 2022
  • Online exams are not limited by time and space. It has the advantage that it does not require a separate exam site for examinees, and there is no time and cost required to move to the exam site. However, the online exam has the disadvantage that various cheating is possible because the exam is conducted in an individual environment. In addition, there is a difficulty in detecting cheating due to the lack of exam supervision methods. In addition, since the exam process and result data exist only as digital data, it is inconvenient to check directly on the server where the exam result is stored in order to check whether the exam result is forged or not. If the data related to the exam is maliciously changed, the authenticity cannot be verified. In this study, we tried to increase the reliability of the online exam by developing a blockchain-based online exam cheating detection system that stores exam progress-related data in the blockchain to detect cheating. Through the experiment, it was confirmed that forgery and falsification are detected as a result of the exam.

New Detection Cheating Method of Online-Exams during COVID-19 Pandemic

  • Jadi, Amr
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.123-130
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    • 2021
  • A novel approach for the detection of cheating during e-Exams is presented here using convolutional neural networks (CNN) based systems. This system will help the proctors to identify any kind of uncertain event at the time of online exams, for which most of the government's across the globe are recommending due to the Covid-19 pandemic. Most of the institutions and students across the globe are badly affected by their academic programs and it is a challenging task for universities to conduct examinations using the traditional methods. Therefore, the students are attending most of their classes using different types of third party applications that are available online. However, to conduct online exams the universities cannot rely on these service providers for a long time. Therefore, in this work, a complete setup of the software tools is provided for the students, which can be used by students at their respective laptops/personal computers with strict guidelines from the university. The proposed approach helps most of the universities in Saudi Arabia to maintain their database of different events/activities of students at the time of E-Exams. This method proved to be more accurate and CNN based detection proved to be more sensitive with an accuracy of 97% to detect any kind of uncertain activity of the students at the time of e-Exam.

Mutual Surveillance based Cheating Detection Method in Online Games (상호 감시 기반의 온라인 게임 치팅 탐지 방법)

  • Kim, Jung-Hwan;Lee, Sangjin
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.83-92
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    • 2016
  • An online game is a huge distributed system comprised of servers and untrusted clients. In such circumstances, cheaters may employ abnormal behaviors through client modification or network packet tampering. Client-side detection methods have the merit of distributing the burden to clients but can easily be breached. In the other hand, server-side detection methods are trustworthy but consume tremendous amount of resources. Therefore, this paper proposes a security reinforcement method which involves both the client and the server. This method is expected to provide meaningful security fortification while minimizing server-side stress.

A research on improving client based detection feature by using server log analysis in FPS games (FPS 게임 서버 로그 분석을 통한 클라이언트 단 치팅 탐지 기능 개선에 관한 연구)

  • Kim, Seon Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1465-1475
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    • 2015
  • Cheating detection models in the online games can be divided into two parts. The one is on client based model, which is designed to detect malicious programs not to be run while playing the games. The other one is server based model, which distinguishes the difference between benign users and cheaters by the server log analysis. The client based model provides various features to prevent games from cheating, For instance, Anti-reversing, memory manipulation and so on. However, being deployed and operated on the client side is a huge weak point as cheaters can analyze and bypass the detection features. That Is why the server based model is an emerging way to detect cheating users in online games. But the simple log data such as FPS's one can be hard to find validate difference between two of them. In this paper, In order to compensate for the disadvantages of the two detection model above, We use the existing game security solution log as well as the server one to bring high performance as well as detection ratio compared to the existing detection models in the market.

Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1069-1076
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    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.

A System for Improving Fairness of Online Test Using Camera (카메라를 이용한 온라인 시험 공정성 강화 시스템)

  • Ko, Joo-Young;Shim, Jae-Chang;Kim, Hyen-Ki
    • Journal of Korea Multimedia Society
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    • v.12 no.10
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    • pp.1427-1435
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    • 2009
  • E-Learning is different from the traditional classroom learning and examinees can take a class individually anywhere by online. And it is difficult to proctor an examination because they also take a test by online. However the results of the online test are included in their examination scores. Therefore, it is very important to authenticate the examinees. In this paper, we propose improvement of fairness system for online test using camera. Students can take a picture after every online classes and it has been saved. And during the test, ELTS(e-Learning Test System) takes images, detects the faces, and protects from getting another person to sit for cheating. After examination, the images have been transferred with the answer sheets to the cyber school management system. And a report card will be printed out with the user's images. Moreover, it will authenticate oneself and protect the online test from cheating.

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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.

A Development of a Cheating Detection System based on behavior logs and video data analysis (응시자 행동로그와 영상데이터 분석을 통한 온라인 시험 부정행위 방지 시스템 구현)

  • Choi, Sung-Hwan;Kim, Yong-Bum;Ahn, Se-Jin;Seo, Dongmahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.703-705
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    • 2022
  • 코로나19 대유행으로 비대면 교육이 보편화되어 온라인 학습과 시험이 교육기관에서 일반화되고 있다. 이러한 급격한 변화로 교육의 공정성 문제와 온라인 시험의 부정행위 문제가 대두되고 있다. 온라인 시험은 대면 시험과는 달리 시험 감독관이 부정행위를 적발하기 어렵기 때문에 응시자의 다양한 환경을 고려하여 정확하게 부정행위를 판별하는 방법이 필요하다. 본 연구에서는 온라인 시험환경에서 응시자의 행동 데이터와 영상데이터를 분석하여 부정행위를 감독관에게 추천하는 시스템을 제안한다. 제안 시스템의 구현을 통해 온라인 시험 환경에서 부정행위를 탐지 기능을 확인한다.

A Study on the Analysis and Detection of AimBot Using Memory Modulation (메모리 변조를 사용하는 AimBot의 분석과 탐지에 관한 연구)

  • Ji-Sung Lim;Young-Woo Hong;Dong-Young Yoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.222-223
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    • 2023
  • 글로벌 게임 시장 규모가 2023년까지 2,000억 달러를 넘게 성장할 것이라는 전망과 대중적인 온라인 FPS(First Person Shooter) 게임들이 출시되면서 게임 내 치팅(Cheating) 도구들을 배포, 판매하는 사례가 등장하고 있다. 이러한 사례들은 게임 이용에 불편을 초래하고 게임 매출액 감소로 이어질 수 있다. 따라서 본 논문에서는 과거 FPS 게임들에 사용되었던 AimBot들의 사례와 악성코드 탐지에 사용되었던 연구 사례들을 분석해 메모리 변조를 사용하는 AimBot의 탐지 방안을 연구하였다.