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The truth about Anti-bot system…

Дата: 06.05.2011 17:18:29
Vallter: We will reveal a bit of the secret for an important part of the project – a game rule enforcing system. In this article the system for finding botters and leachers is described. The system that struggles with macro- and clicker-programs.
The program used for this by the WG game masters bears the name «GameSession Tracking and Analysing System» and it is made by our programmers in cooperation with a world known Australian IT company.
This antibot-system was successfully implemented in the middle of fall of 2010 and is used now. It has proved its effectiveness in identifying EULA violators, who tried to gain in-game advantages to gain XP and credits without playing the game or by using clicker software.
Our program is an analysing system, that processes the information about game sessions of player’s accounts, logged by the server during every battle played by the user.
The data about all actions performed on a specific account in every battle and some specific information, such as coordinates and the time of movement, the passed distance, the number of enemies detected, the hotkeys using frequency and the activity in the battle chat, as well as consumables usage and some secondary parameters are taken into account automatically. Every listed parameters gets a value, characterizing their activity and successfulness, and then is analysed. As a result every battle, in which the specific account has participated, receives a percentage characteristic that shows the probability of bot software usage.
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Received after analysing the game sessions logs for every battle session, percentage characteristic are analyzed again, and the average middle coefficient is calculated, which shows what part of the overall battle amount on the specific account were done not by a user himself, but by a bot- or-macro-software.
This data, received for each account, is listed in the general table, in which the movement trajectories of user’s vehicles during different game sessions are also analysed and the equal and also very similar trajectories are revealed. The end information receives a percentage coefficient, that characterize, how often vehicles of the specific players moves from battle to battle through the same path with the same trajectory.
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In the global table the violators are displayed and listed. They have a percentage of bot sessions that exceeds the check value. This protects players, who have a network disconnection or who were forced to stop playing for personal reasons from being banned.
The accounts with unusually high percentage of bot-sessions draw attentions of the game masters, who starts a special investigation and look through game logs of a specific player or enable the automatic personal tracking system. After some time they decide whether the player deserves a ban or not.

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