A Cheating Detection Framework for Unreal Tournament III: a
Machine Learning Approach
Luca Galli, Daniele Loiacono, Luigi Cardamone, and Pier Luca Lanzi
Abstract— Cheating reportedly affects most of the multi-
player online games and might easily jeopardize the game
experience by providing an unfair competitive advantage to one
player over the others. Accordingly, several efforts have been
made in the past years to find reliable and scalable approaches
to solve this problem. Unfortunately, cheating behaviors are
rather difficult to detect and existing approaches generally
require human supervision. In this work we introduce a novel
framework to automatically detect cheating behaviors in Unreal
Tournament III by exploiting supervised learning techniques.
Our framework consists of three main components: (i) an
extended game-server responsible for collecting the game data;
(ii) a processing backend in charge of preprocessing data and
detecting the cheating behaviors; (iii) an analysis frontend.
We validated our framework with an experimental analysis
which involved three human players, three game maps and
five different supervised learning techniques, i.e., decision trees,
Naive Bayes, random forest, neural networks, support vector
machines. The results show that all the supervised learning
techniques are able to classify correctly almost 90% of the test
examples.
I. I NTRODUCTION
In the context of on-line gaming, cheating refers to
using artificial systems to gain a competitive advantage
over the other players. Unluckily, cheating is a widespread
phenomenon among on-line multiplayer games (especially
among first person shooters) that affects negatively the game
experience of honest players. Accordingly, several efforts
have been made in the past years to find reliable and scalable
solutions to this problem. Unfortunately, cheating behaviors
are rather difficult to detect. Thus, the most successful and
used approaches still heavily relies on the players’ collabora-
tion as well as on the monitoring activity of the game-server
administrators. In this scenario, machine learning is yet a
poorly exploited technology and, so far, only few works [1],
[2], [3], [4] focused on the application of machine learning
techniques to this problem.
In this work we introduce a methodology to automatically
detect cheating behaviors in Unreal Tournament III, a slightly
old but still popular first person shooter game. In partic-
ular, our approach exploits supervised learning techniques
to learn a cheating detection model from a labeled dataset.
To this purpose, we first developed a rather sophisticated
Luca Galli, Daniele Loiacono, Luigi Cardamone, and Pier Luca
Lanzi are with the Politecnitco di Milano, Dipartimento di Elettron-
ica e Informazione, Milano; email: luca.galli@mail.polimi.it,
{loiacono,cardamone,lanzi}@elet.polimi.it,
and customizable cheating system and, then, we designed
a framework consisting of three main components: (i) an
extended game-server, (ii) a processing backend, and (iii) an
analysis frontend. The extended game-server is responsible
for gathering the more relevant game data and sending them
to the backend. The backend is in charge of preprocessing
the collected data and applying the learned models to detect
cheating behaviors. Finally, the frontend provides a user
interface to perform both a real-time monitoring of the
ongoing games and an off-line analysis of past games.
Finally, we performed an experimental analysis to validate
our framework. We collected a rather large dataset from
several matches which involved three human players and
three different game maps. Then, we applied five methods
of supervised learning to build a model for the cheating
detection and we assessed their performance on a test set. The
reported results are very promising. All the five supervised
learning techniques tested were able to classify correctly
almost 90% of the cheating behaviors. In particular, the
support vector machines and the Naive Bayes classifiers
provided the highest accuracy with only one classification
error out of 39 examples.
The paper is organized as follows. In Section II we provide
a brief overview of the related works in the literature. We
introduce Unreal Tournament and the cheating behaviors
respectively in Section III and in Section IV. In Section V
we describe our framework while in Section VI we report
the experimental results. Finally, we draw our conclusions in
Section VII.
II. RELATED WORK
Several works in the literature (e.g., see [5], [6], [7],
[8]) investigated protocols and system architectures to either
detect or prevent cheating in on-line gaming. However, these
works mainly focused on role-playing games (RPG) or real-
time strategy games (RTS), while we focus on first person
shooters.
Concerning the application of machine learning techniques
to detect cheating behaviors in first person shooters, only few
works have been introduced so far in the literature. Yeung et
al. [1] applied a dynamic Bayesian network to detect aimbot
in Cube, an open source FPS game. In the Bayesian model
designed by the authors, the aiming accuracy of the player
only depends on the player’s movements, on the distance
from the target, and on the presence of cheating behaviors.
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