게임 봇(Bot) 탐지를 위한 게임 환경변화에 따른 게임 플레이어반응 연구 : 「테라」와 「나이트온라인」을 중심으로
A Study on Player Reaction in Game Environment Change : focused on the contents of 「TERA」 and 「Knight Online」 for Game Bot Detection
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초록
In online game, Game-bot is a kind of AI based software which performs laborious tasks for a game-player toaccumulate resources such as experience, in-game items. The game-bot causes serious problems of balancing andother game-players’ play in the game. So, detecting and avoiding game-bot’s behaviors in online game is one ofthe important issues in live game management. This paper proposes a study on a player reaction in MMORPGenvironment focused on two games of 「TERA」 and 「Knight Online」. We first characterize coregame-elements to affect a player’s reaction in game environment change and finally propose a template of aplayer’s reaction in the game environment change. The paper will contribute to detect a behavior of a game-botin online-game, effectively.
Abstract
In online game, Game-bot is a kind of AI based software which performs laborious tasks for a game-player toaccumulate resources such as experience, in-game items. The game-bot causes serious problems of balancing andother game-players’ play in the game. So, detecting and avoiding game-bot’s behaviors in online game is one ofthe important issues in live game management. This paper proposes a study on a player reaction in MMORPGenvironment focused on two games of 「TERA」 and 「Knight Online」. We first characterize coregame-elements to affect a player’s reaction in game environment change and finally propose a template of aplayer’s reaction in the game environment change. The paper will contribute to detect a behavior of a game-botin online-game, effectively.
참고문헌 (11)
- "TERA"[URL]
- "Knight Online"[URL]
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- Steven Gianvecchio, "Battle of Botcraft : Fighting Bots in Online Games with Human Observational Proofs", Proceedings of the 16th ACM conference on Computer and Communications Security (2009)
- Seung-Ie Park, "A Comparison of Player Behaviors in the Spaces of SNG and MMORPG", Master, pp.2011
- Mirko Suznjevic, "MMORPG Player actions: Network performance, session patterns and latency requirements analysis", Multimedia Tools and Applications, 45(3), pp.191~214 (2009)
- 윤태복, "게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계", 한국게임학회 논문지, 9(2), pp.125~134 (2009), 한국게임학회
- 박영표, "소셜 게임에서의 유저 시나리오와 특성화 「팜빌 2」와 「애니팡」을 중심으로", 한국컴퓨터게임학회논문지, 26(1), pp.47~59 (2013), (사)한국컴퓨터게임학회
- 박영표, "액션 기반 MORPG 유저 시나리오 특성화 사례 연구: 「던전앤파이터」와 「League of Legends」를 중심으로", 한국컴퓨터게임학회논문지, 26(2), pp.49~53 (2013), (사)한국컴퓨터게임학회
