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Towards integrated imitation of strategic planning and motion modeling in interactive computer games (2006)

by B Gorman, M Humphrys
Venue:Computers in Entertainment
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Skill acquisition through program-level imitation in a real-time domain

by Mark A. Wood, Student Member, Joanna J. Bryson - IEEE Transaction on Systems, Man and Cybernetics, Part B: Cybernetics , 2007
"... Abstract — This paper presents an imitation learning system capable of learning tasks in a complex dynamic real-time environment. In this paper we argue that social learning should be thought of as a special case of general skill learning, and that the biases it presents to the skill learning proble ..."
Abstract - Cited by 3 (1 self) - Add to MetaCart
Abstract — This paper presents an imitation learning system capable of learning tasks in a complex dynamic real-time environment. In this paper we argue that social learning should be thought of as a special case of general skill learning, and that the biases it presents to the skill learning problem radically simplify learning for species with sufficient innate predisposition to harness this power. We decompose skill learning into four sub-problems, then show how a modification of Roy’s CELL system [1] can address all these problems simultaneously. Our system is demonstrated working in the domain of a real-time VR game, Unreal Tournament. Index Terms — Imitation, Social Learning, Memetics, Language.

doi:10.1155/2009/797159 Research Article Identifying MMORPG Bots: A Traffic Analysis Approach

by Kuan-ta Chen, Jhih-wei Jiang, Polly Huang, Hao-hua Chu, Chin-laung Lei, Wen-chin Chen , 2008
"... Massively multiplayer online role playing games (MMORPGs) have become extremely popular among network gamers. Despite their success, one of MMORPG’s greatest challenges is the increasing use of game bots, that is, autoplaying game clients. The use of game bots is considered unsportsmanlike and is th ..."
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Massively multiplayer online role playing games (MMORPGs) have become extremely popular among network gamers. Despite their success, one of MMORPG’s greatest challenges is the increasing use of game bots, that is, autoplaying game clients. The use of game bots is considered unsportsmanlike and is therefore forbidden. To keep games in order, game police, played by actual human players, often patrol game zones and question suspicious players. This practice, however, is labor-intensive and ineffective. To address this problem, we analyze the traffic generated by human players versus game bots and propose general solutions to identify game bots. Taking Ragnarok Online as our subject, we study the traffic generated by human players and game bots. We find that their traffic is distinguishable by 1) the regularity in the release time of client commands, 2) the trend and magnitude of traffic burstiness in multiple time scales, and 3) the sensitivity to different network conditions. Based on these findings, we propose four strategies and two ensemble schemes to identify bots. Finally, we discuss the robustness of the proposed methods against countermeasures of bot developers, and consider a number of possible ways to manage the increasingly serious bot problem. Copyright © 2009 Kuan-Ta Chen et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. 1.
The National Science Foundation
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