Theoretical and Natural Science

- The Open Access Proceedings Series for Conferences


Theoretical and Natural Science

Vol. 19, 08 December 2023


Open Access | Article

Player identification based on player behavioral characteristics

Hexin Li * 1 , Yizhi Fang 2
1 University Nottingham Ningbo China
2 Guangdong University of Foreign Studies Guangzhou

* Author to whom correspondence should be addressed.

Theoretical and Natural Science, Vol. 19, 148-160
Published 08 December 2023. © 2023 The Author(s). Published by EWA Publishing
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Citation Hexin Li, Yizhi Fang. Player identification based on player behavioral characteristics. TNS (2023) Vol. 19: 148-160. DOI: 10.54254/2753-8818/19/20230523.

Abstract

In order to maintain a fair competition environment and enjoyable experience for players, millions of dollars have been spent on against cheating in video games. There is limited research on more sophisticated forms of cheating like “play-for-hire” whereby players pay others to play for themselves. Our work develops a model to identify each player from player behavioural characteristics, which will contribute to solve the “play-for-hire” problem. Firstly, we recorded interactions between players and the game as multivariate time series. Next, we tried to use CNN and LSTM to classify data as corresponding players and we do some feature processing and parameter optimization to improve our result. We found that LSTM is acting better than CNN in higher dimensions, which achieved an accuracy of nearly 87%.

Keywords

LSTM, CNN, multivariate, player’s behaviour.

References

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2. J. P. Pinto, A. Pimenta and P. Novais, "Deep Learning and Multivariate Time Series for Cheat Detection in Video Games," 2021 IEEE 8th International Conference on Data Science and Advanced Analytics (DSAA), 2021, pp. 1-2, doi: 10.1109/DSAA53316.2021.9564219.

3. H. Alayed, F. Frangoudes and C. Neuman, "Behavioral-based cheating detection in online first person shooters using machine learning techniques," 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013, pp. 1-8, doi: 10.1109/CIG.2013.6633617.

4. Politowski, Cristiano & Guéhéneuc, Yann-Gaël & Petrillo, Fabio. (2022). Towards Automated Video Game Testing: Still a Long Way to Go.

5. S. F. Yeung, J. C. S. Lui, Jiangchuan Liu and J. Yan, "Detecting cheaters for multiplayer games: theory, design and implementation," CCNC 2006. 2006 3rd IEEE Consumer Communications and Networking Conference, 2006., 2006, pp. 1178-1182, doi: 10.1109/CCNC.2006.1593224.

6. Etheredge, Marlon & Lopes, R. & Bidarra, Rafael. (2013). A generic method for classification of player behavior. AAAI Workshop - Technical Report. 2-8.

7. Zhou, ZH. (2021). Model Selection and Evaluation. In: Machine Learning. Springer, Singapore. https://doi.org/10.1007/978-981-15-1967-3_2

Data Availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume Title
Proceedings of the 2nd International Conference on Computing Innovation and Applied Physics
ISBN (Print)
978-1-83558-203-9
ISBN (Online)
978-1-83558-204-6
Published Date
08 December 2023
Series
Theoretical and Natural Science
ISSN (Print)
2753-8818
ISSN (Online)
2753-8826
DOI
10.54254/2753-8818/19/20230523
Copyright
08 December 2023
Open Access
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited

Copyright © 2023 EWA Publishing. Unless Otherwise Stated