Methods and Implementations of Historically Accurate Game Design for First Person Shooter Video Games
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Server-Side Bot Detection in Massive Multiplayer Online Games
Server-side Bot Detection in Massive Multiplayer Online Games Stefan Mitterhofer,∗ Christian Platzer,∗ Christopher Kruegel,x Engin Kirda{ ∗ Secure Systems Lab Technical University Vienna fsm;[email protected] x University of California, Santa Barbara { Eurecom, Sophia Antipolis, France [email protected] [email protected] Abstract One of the greatest threats that Massive Multiplayer Online Games (MMOG) face nowadays is botting. Botting is a form of cheating where a player uses a script to automate actions in a game without actually playing herself. This has a severe adverse effect on honest players and im- pacts their motivation to continue the game, threatening the subscription-based business model of online game providers. However, if game companies make an effort at all to automatically detect bots, it is done through signature checking for suspicious programs on the client-side, essentially relying on information from an untrusted source outside their control. To address the botting problem, we propose an automated approach to detect bots on the server-side, solely based on the activity of a character. Our approach is completely transparent to the end-user and takes advantage of the fact that bots follow a script that guides them through the virtual world. More precisely, by analyzing the movement data of a character, we extract waypoints and detect paths that are taken repeatedly. This allows us to find movement patterns that repeat frequently, indicating that a character is controlled by a script and not a human player. Keywords: gaming, security, online games, cheating, gaming bots, bot detection, world of warcraft, mmorpg security, waypoint extraction 1 Introduction Massive Multiplayer Online Games have soared in popularity in the past few years, with more than 16 million active subscribers in 2008 [1]. -
Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische -
Intellectual Property
Westlaw Journal INTELLECTUAL PROPERTY Litigation News and Analysis • Legislation • Regulation • Expert Commentary VOLUME 23, ISSUE 13 / OCTOBER 19, 2016 EXPERT ANALYSIS Emerging Case Law Exposes ‘Bot’ Makers To DMCA Absent Copyright Infringement By Nancy A. Del Pizzo, Esq. Rivkin Radler LLP Hacking into a video game platform to create an automated software application, known as a bot, that enables users to cheat in playing the game may be as regular as the sun coming up in the morning — but it also raises legal concerns. Niantic Inc., the maker of “Pokemon Go,” has initiated a ban on third-party bots like Pokevision and Necrobot — both of which were designed to enable “Pokemon Go” users to cheat in the game to move ahead more quickly. It appears to be largely successful in preventing gamers from using bots to cheat, though new bots are likely being developed. The problem is so widespread that another company, Blizzard Entertainment Inc., is pretty much singlehandedly helping to produce a body of law in this area. Blizzard develops and produces games such as “Overwatch,” “Diablo” and “World of Warcraft,” the massively multiplayer online role-playing game, known by fans as WoW. Blizzard has enjoyed some success in a case that made its way to the 9th U.S. Circuit Court of Appeals, and it has been able to fine-tune its claims in a subsequent case. Some of Blizzard’s claims against bot makers are fairly standard, such as claims of copyright and trademark infringement, unfair competition, unjust enrichment and tortious interference with contract. But Blizzard has also pushed for develop-ment of new law under the U.S. -
User Instructions
HOW TO PLAY WALKTHROUGH REFERENCE & ANALYSIS A EXTRAS USER INSTRUCTIONS MAP: FLORENCE PRESENT 01 SEQUENCE 01 SEQUENCE 02 MAP: TUSCANY SEQUENCE 03 SEQUENCE 04 WALKTHROUGH MAPS: LEGEND SEQUENCE 05 The two main icons used on our maps are the same as those used in the game, ensuring instant MAP: ROMAGNA identification. SEQUENCE 06 ICON REPRESENTS PRESENT 02 Viewpoint USER INSTRUCTIONS MAP: VENICE Codex Pages SEQUENCE 07 Before you go any further, take a few seconds to familiarize yourself with the structure and SEQUENCE 08 systems used in the Walkthrough chapter with this simple illustrated guide. SEQUENCE 09 Overview maps – Whenever you have access to a new region in the game, you will find A a corresponding overview map in the guide. Each of these provides a top-down view of the SEQUENCE 10 entire location, with lines marking the borders of individual districts within larger cities. To avoid potential spoilers, and because practically all collectibles and points of interest already SEQUENCE 11 appear on the in-game maps, our maps are designed purely as an aid to easy navigation, with annotations used only to document notable landmarks, viewpoints and Codex Pages (see SEQUENCE 14 “Walkthrough Maps: Legend” text box) – the latter being a special collectible required to complete the game. We cover other items of note in the Extras chapter. PRESENT 03 Left-hand pages: main walkthrough – The main walkthrough guides you through every B main Memory (for which, read: mission) in the story. It has been written to offer just the right amount of knowledge required to successfully complete all missions, but without giving too much away. -
Game Manual Contents
GAME MANUAL CONTENTS PREFACE 9 HISTORICAL INTRODUCTION 9 WHAT IS COMMAND? 13 1. INSTALLATION 14 1.1. System Requirements 14 1.2. Support 15 1.3. Notes for Multitaskers and Returning Players 16 2. INTRODUCTION TO COMMAND 16 2.1 Important Terms 19 2.2 Fundamentals 22 2.2.1 Starting COMMAND 22 3. USER INTERFACE 27 3.1. The Globe Display 27 Message Log 32 Time Step Buttons 33 3.2. Mouse Functions 33 3.3 Buttons and Windows 35 3.3.1 Engage Target(s) - Auto 35 3.3.2 Engage Target(s) - Manual 35 3.3.3 Plot Course 38 3.3.4 Throttle and Altitude 38 3.3.5 Formation Editor 40 3.3.6 Magazines 41 3.3.7 Air Operations 42 3.3.8 Boat Operations 45 3.3.9 Mounts and Weapons 47 3.3.10 Sensors 48 3.3.11 Systems and Damage 49 3.3.12 Doctrine 50 3.3.13 General 51 STRATEGIC 51 3.3.14 EMCON Tab 59 3.3.15 WRA Tab 61 3.3.16 Withdraw/Redeploy Tab 64 3.3.17 Mission Editor 65 4. MENUS AND DIALOGS 66 4.1 Right Click on Unit/ Context Dialog 66 4.1.1 Attack Options 66 4.1.2 ASW-specific Actions: 68 4.1.3 Context Menu, Cont. 69 4.1.4 Group Operations: 70 4.1.5 Scenario Editor: 71 4.2 Control Right Click on Map Dialog 72 4.3 Units, Groups and Weapons Symbols 72 4.4 Group Mode and Unit View Mode 74 4.5 Right Side Information Panel 75 4.5.1 Unit Status Dialog 75 4.5.2 Sensors Button 79 4.5.3 Weapon Buttons 80 4.5.4 Unit Fuel 80 4.5.5 Unit Alt/Speed 80 4.5.6 Unit Fuel 80 4.5.7 Unit EMCON 81 4.5.8 Doctrine 81 4.5.9 Doctrines, Postures, Weapons Release Authority, and Rules of Engagement 81 5. -
Control and the Controller: Narratives of Imperialism and Empire in Modern Military Shooters
Control and the Controller: Narratives of Imperialism and Empire in Modern Military Shooters James Houston Bales, Independent Scholar Joseph Conrad touched a nerve with the independent history or culture” (xviii). Said publication of Heart of Darkness. Both in is willing to let Conrad off the hook, arguing Heart of Darkness and his later works, that the greater problem exists in Conrad’s Conrad created what could be described as successors, such as Francis Ford Coppola an imperialist adventure narrative, with an and Constantin Costa-Garvas, noting that imperial protagonist realizing the end result “these works, which are so indebted to of the imperial apparatus through a series of Conrad’s anti-imperialist irony in Nostromo, brutal adventures. One of these adventures, argue that the source of the world’s Nostromo, provides Edward Said ample significant action and life is in the West,” ammunition for a criticism of the genre. In continuing on to say that “whereas Conrad his book, Culture and Imperialism, Said wrote Nostromo during a period of Europe’s describes Conrad as one of a school of largely uncontested imperialist enthusiasm, writers “whose specialty is to deliver the contemporary novelists and filmmakers who non-European world either for analysis and have learned his ironies so well have done judgment or for satisfying the exotic tastes their work after decolonization” (Said xix). of European and North American While Said’s criticism seems valid, Said is audiences” (xviii). Of Nostromo itself, Said somewhat shortsighted on this final point. is equally critical, saying that “Conrad’s Though contesting that the contemporary novel embodies the same paternalistic moment should somehow be more aware of arrogance of imperialism that it mocks in the tools and mechanisms of imperialism, characters like Gould and Holroyd. -
Air-To-Ground Battle for Italy
Air-to-Ground Battle for Italy MICHAEL C. MCCARTHY Brigadier General, USAF, Retired Air University Press Maxwell Air Force Base, Alabama August 2004 Air University Library Cataloging Data McCarthy, Michael C. Air-to-ground battle for Italy / Michael C. McCarthy. p. ; cm. Includes bibliographical references and index. ISBN 1-58566-128-7 1. World War, 1939–1945 — Aerial operations, American. 2. World War, 1939– 1945 — Campaigns — Italy. 3. United States — Army Air Forces — Fighter Group, 57th. I. Title. 940.544973—dc22 Disclaimer Opinions, conclusions, and recommendations expressed or implied within are solely those of the author and do not necessarily represent the views of Air University, the United States Air Force, the Department of Defense, or any other US government agency. Cleared for public release: distribution unlimited. Air University Press 131 West Shumacher Avenue Maxwell AFB AL 36112–6615 http://aupress.maxwell.af.mil ii Contents Chapter Page DISCLAIMER . ii FOREWORD . v ABOUT THE AUTHOR . vii PREFACE . ix INTRODUCTION . xi Notes . xiv 1 GREAT ADVENTURE BEGINS . 1 2 THREE MUSKETEERS TIMES TWO . 11 3 AIR-TO-GROUND BATTLE FOR ITALY . 45 4 OPERATION STRANGLE . 65 INDEX . 97 Photographs follow page 28 iii THIS PAGE INTENTIONALLY LEFT BLANK Foreword The events in this story are based on the memory of the author, backed up by official personnel records. All survivors are now well into their eighties. Those involved in reconstructing the period, the emotional rollercoaster that was part of every day and each combat mission, ask for understanding and tolerance for fallible memories. Bruce Abercrombie, our dedicated photo guy, took most of the pictures. -
Virtual Worlds Proof 5
Position Paper November 08 Virtual Worlds, Real Money Security and Privacy in Massively-Multiplayer Online Games and Social and Corporate Virtual Worlds www.enisa.europa.eu About ENISA The European Network and Information Security Agency (ENISA) is an EU agency created to advance the functioning of the internal market. ENISA is a centre of expertise for the European Member States and European institutions in network and information security, giving advice and recommendations and acting as a switchboard of information for good practices. Moreover, the agency facilitates contacts between the European institutions, the Member States and private business and industry actors. © ENISA – European Network and Information Security Agency Virtual Worlds, Real Money 1 Position Paper November 08 Security and Privacy in Massively-Multiplayer Online Games and Social and Corporate Virtual Worlds List of Contributors: Experts participated as individuals. This paper should therefore not be taken as representing the views of any company or other organisation, and does not in any way bind group members when dealing with the issues it covers in other contexts. • David Barroso, S21sec, Spain • Richard Bartle, University of Essex, UK • Patrice Chazerand, PEGI Online, France • Melissa de Zwart, Law Faculty, Monash University, Australia • Jeroen Doumen, University of Twente, Netherlands • Slawomir Gorniak, ENISA, Greece • Eyjólfur Guðmundsson, CCP Games • Mateusz Kaźmierczak, UPC, Poland • Markku Kaskenmaa, Sulake Corporation, Finland • Daniel Benavente López, ISDEFE, Spain • Adam Martin, NCSoft, UK • Ingo Naumann, ENISA, Greece • Ren Reynolds, Virtual Policy Network, UK • Janice Richardson, Schoolnet, Belgium • Christian Rossow, Institute for Internet-Security, Germany • Anna Rywczyńska, CERT Polska, Poland • Michael Thumann, ERNWIT Security, Germany Editor: Giles Hogben, ENISA (European Network and Information Security Agency) Examples are given from a number of providers throughout the paper. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
HELP from ABOVE Air Force Close Air
HELP FROM ABOVE Air Force Close Air Support of the Army 1946–1973 John Schlight AIR FORCE HISTORY AND MUSEUMS PROGRAM Washington, D. C. 2003 i Library of Congress Cataloging-in-Publication Data Schlight, John. Help from above : Air Force close air support of the Army 1946-1973 / John Schlight. p. cm. Includes bibliographical references and index. 1. Close air support--History--20th century. 2. United States. Air Force--History--20th century. 3. United States. Army--Aviation--History--20th century. I. Title. UG703.S35 2003 358.4'142--dc22 2003020365 ii Foreword The issue of close air support by the United States Air Force in sup- port of, primarily, the United States Army has been fractious for years. Air commanders have clashed continually with ground leaders over the proper use of aircraft in the support of ground operations. This is perhaps not surprising given the very different outlooks of the two services on what constitutes prop- er air support. Often this has turned into a competition between the two serv- ices for resources to execute and control close air support operations. Although such differences extend well back to the initial use of the airplane as a military weapon, in this book the author looks at the period 1946- 1973, a period in which technological advances in the form of jet aircraft, weapons, communications, and other electronic equipment played significant roles. Doctrine, too, evolved and this very important subject is discussed in detail. Close air support remains a critical mission today and the lessons of yesterday should not be ignored. This book makes a notable contribution in seeing that it is not ignored. -
MDY V. Blizzard and the Battle Over Copyright in World of Warcraft Ross Shikowitz
Brooklyn Law Review Volume 75 | Issue 3 Article 8 2010 License to Kill: MDY v. Blizzard and the Battle Over Copyright in World of Warcraft Ross Shikowitz Follow this and additional works at: https://brooklynworks.brooklaw.edu/blr Recommended Citation Ross Shikowitz, License to Kill: MDY v. Blizzard and the Battle Over Copyright in World of Warcraft, 75 Brook. L. Rev. (2010). Available at: https://brooklynworks.brooklaw.edu/blr/vol75/iss3/8 This Note is brought to you for free and open access by the Law Journals at BrooklynWorks. It has been accepted for inclusion in Brooklyn Law Review by an authorized editor of BrooklynWorks. License to Kill MDY V. BLIZZARD AND THE BATTLE OVER COPYRIGHT IN WORLD OF WARCRAFT I. INTRODUCTION Copyright law grants a limited bundle of exclusive rights to copyright owners.1 These rights include the exclusive right to reproduce and distribute the work.2 However, these rights are limited as the law distinguishes between protecting one’s intellectual property in a product and protecting a right to the product in and of itself.3 In MDY Industries, LLC v. Blizzard Entertainment, Inc.4 the District Court of Arizona upheld Ninth Circuit precedent that gutted this distinction, finding that the purchaser and user of the video game, World of Warcraft (“WoW”), is a licensee of that game, not an “owner.”5 By finding that a WoW user was a mere licensee and not an “owner” of the software, the MDY court concluded that the user was not protected by 1 See 17 U.S.C. § 106 (2006). -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms.