본문 바로가기
KERD
논문KCI 등재

헨젤과 그레텔 : 게임 내 아이템 거래를 기반으로 한 GFG 탐지 방안

Hansel and Gretel : GFG Detection Scheme Based on In-Game Item Transactions

0

조회

0

다운로드

0

인용

0

참고문헌

키워드

주제분류컴퓨터학

초록

MMORPG 장르의 온라인 게임은 가상현실 내의 모든 유저가 평등하다는 철학을 바탕으로 시작되었다. 모든 유저는 시간이라는 공정한 자원을 바탕으로 노력하는 만큼 대응되는 재물 혹은 지위를 얻을 수 있다. 그러나 게임 봇은 이러한 공정한 경쟁을 해치는 주된 원인으로, 선량한 게임 유저들에게 상대적 박탈감을 주어 게임에서 이탈하게만든다. 게임 봇은 주로 GFG(Gold Farming Group)을 형성하여 활동하며, 게임 내의 재화를 무분별하게 수집하여 게임 내 경제 시스템에 악영향을 끼친다. 일반적인 게임 봇 탐지 알고리즘은 각각의 봇을 탐지하는 데에는 유용하나, 이는 GFG 전체가 아닌 일부이기에 보다 넓은 범위에서의 탐지가 필요하다. 본 연구에서는, MMORPG 장르에서 사용되는 아이템을 기반으로 GFG를 탐지하는 방안에 대해 제안한다. 게임 내에서 주로 거래되는 몇 가지아이템들을 선정하고, 해당 아이템들의 거래 내역을 각각 네트워크로 표현하였다. GFG의 봇들이 아이템을 주고받는 특성들을 파악하고 이를 바탕으로 국내 유명 온라인 게임의 실제 데이터에서 GFG의 아이템 거래 네트워크를 식별할 수 있었다.

Abstract

MMORPG genre is based on the belief that all users in virtual world are equal. All users are able to obtain thecorresponding wealth or status as they strive under the same resource, time. However, game bot is the main factor forharming this fair competition, causing benign gamers to feel a relative deprivation and deviate from the game. Game botsmainly form GFG(Gold Farming Group), which collects the goods in the game indiscriminately and adversely affects theeconomic system of the game. A general game bot detection algorithm is useful for detecting each bot, but it only coversfew portions of GFG, not the whole, so it needs a wider range of detecting method. In this paper, we propose a method ofdetecting GFG based on items used in MMORPG genre. Several items that are mainly traded in the game were selectedand the flows of those items were represented by a network. We Identified the characteristics of exchanging items of GFGbots and can identify the GFG’s item trade network with real datasets from one of the popular online games.

참고문헌 (19)

  1. Philippe Golle, "Preventing bots from playing online games", Computers in Entertainment (CIE), 3(3), pp.3~3 (2005)
  2. Yampolskiy, "Embedded noninteractive continuous bot detection", Computers in Entertainment(CIE), 5(4), pp.7~7 (2007)
  3. Eunjo Lee, "You are a game bot!:uncovering game bots in MMORPGs via self-similarity in the wild" (2016), NDSS
  4. Kuan-Ta Chen, "Game bot detection based on avatar trajectory", Proceedings of the 7th International Conference on Entertainment Computing, pp.94~105 (2008)
  5. Mitterhofer Stefan, "Server-side bot detection in massive multiplayer online games", IEEE Security and Privacy, 7(3), pp.29~36 (2009)
  6. van Kesteren, "A step in the right direction: bot detection in MMORPGs using movement analysis", Proc. of the 21st Belgian-Dutch Conference on Artificial Intelligence, pp.129~136 (2009)
  7. Chen, Kuan-Ta, "Game bot identification based on manifold learning", Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, pp.21~26 (2008), ACM
  8. Jina Lee, "In-game action sequence analysis for game BOT detection on the big data analysis platform", Proceedings of the 18th Asia Pacific Symposium on Intelligent and Evolutionary Systems, 2, pp.403~414 (2015)
  9. Jina Lee, "I know what the BOTs did yesterday: full action sequence analysis using naïve bayesian algorithm", Annual Workshop on Network and Systems Support for Games, pp.1~2 (2013)
  10. Yuuki Mishima, "An analysis of players and bots behaviors in MMORPG", Advanced Information Networking and Applications, pp.870~876 (2013)
  11. Ruck Thawonmas, "Detection of MMORPG bots based on behavior analysis", International Conference on Advances in Computer Entertainment Technology, pp.91~94 (2008)
  12. Ah Reum Kang, "Online game bot detection based on partyplay log analysis", Computers &Mathematics with Applications, 65(9), pp.1384~1395 (2013)
  13. 강아름, "Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?", KSII Transactions on Internet and Information Systems, 6(11), pp.2866~2879 (2012), 한국인터넷정보학회
  14. Hyukmin Kwon, "Surgical strike:a novel approach to minimize collateral damage to game BOT detection", Workshop on Network and Systems Support for Games, pp.1~2 (2013)
  15. Kyungmoon Woo, "What can free money tell us on the virtual black market?", ACM SIGCOMM Computer Communication Review, 41(4), pp.392~393 (2011)
  16. Hyukmin Kwon, "Crime scene reconstruction: online gold farming network analysis", IEEE Transactions on Information Forensics and Security, 12(3), pp.544~556 (2017)
  17. Ahmad Mohd Ashraf, "Guilt by association? Network based propagation approaches for gold farmer detection", Advances in Social Networks Analysis and Mining, pp.121~126 (2013)
  18. Eunjo Lee, "No silk road for online gamers!: using social network analysis to unveil black markets in online games", WWW `18Proceedings of the 2018 World Wide Web Conference, pp.1825~1834 (2018)
  19. Selin Chun, "Unveiling a socio-economic system in a virtual world: a case study of an MMORPG", WWW `18Proceedings of the 2018 World Wide Web Conference, pp.1929~1938 (2018)

관련 논문AI추천

이 간행물의 다른 논문 (25건)