Analysis of Game Bot's Behavioral Characteristics in Social Interaction Networks of MMORPG
By S. Jeong, Ah Reum Kang, Huy Kang Kim. 2015
16 citations recorded by the source corpus.
MMORPG (Massively Multiplayer Online Role-Playing Game) is one of the best platforms to observe human's behaviors. In collaboration with a leading online game company, NCSoft, we can observe all behaviors in a large-scale of commercialized MMORPG. Especially, we analyzed the behavioral differences between game bots and human users. We categorized the five groups, Bot-Bot, Bot-All, Human-Human, Human-All and All-All, and we observe the characteristics of six social interaction networks for each group. As a result, we found that there are significant differences in social behaviors between game bots and human.
Subfields: Computer Networks and Communications, Information Systems, Statistical and Nonlinear Physics
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Networks and Communications
In Information Systems
In Statistical and Nonlinear Physics
Citations in the corpus
- Mean Field Multi-Agent Reinforcement Learning (2018, background): “Yet, in practice, many cases do require strategic interactions among a large number of agents, such as the gaming bots in Massively Multiplayer Online Role-Playing Game (Jeong et al., 2015), the trading agents in stock markets (Troy, 1997), or the online advertising bidding agents (Wang et al., 2017”