# A Framework for Mining Collectively-Behaving Bots in MMORPGs

arXiv: https://arxiv.org/abs/2501.10461 · HTML: https://mlsanity.com/paper/2501.10461/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 7 of its 32 references that are in the map.
- First posted on arXiv 15 Jan 2025.

## Builds on (most cited first, 7 of 7)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [BERT: Pre-training of Deep Bidirectional Transformers for Language Understanding](https://mlsanity.com/paper/1810.04805/) (2018)
- [FaceNet: A Unified Embedding for Face Recognition and Clustering](https://mlsanity.com/paper/1503.03832/) (2015)
- [Understanding Contrastive Representation Learning through Alignment and Uniformity on the Hypersphere](https://mlsanity.com/paper/2005.10242/) (2020)
- [DeepMove: Learning Place Representations through Large Scale Movement Data](https://mlsanity.com/paper/1807.04241/) (2018)
- [A Comprehensive Survey of Evaluation Techniques for Recommendation Systems](https://mlsanity.com/paper/2312.16015/) (2023)
- [No Silk Road for Online Gamers!: Using Social Network Analysis to Unveil Black Markets in Online Games](https://mlsanity.com/paper/1801.06368/) (2018)

## Abstract (arXiv)

In MMORPGs (Massively Multiplayer Online Role-Playing Games), abnormal players (bots) using unauthorized automated programs to carry out pre-defined behaviors systematically and repeatedly are commonly observed. Bots usually engage in these activities to gain in-game money, which they eventually trade for real money outside the game. Such abusive activities negatively impact the in-game experiences of legitimate users since bots monopolize specific hunting areas and obtain valuable items. Thus, detecting abnormal players is a significant task for game companies. Motivated by the fact that bots tend to behave collectively with similar in-game trajectories due to the auto-programs, we developed BotTRep, a framework that comprises trajectory representation learning followed by clustering using a completely unlabeled in-game trajectory dataset. Our model aims to learn representations for in-game trajectory sequences so that players with contextually similar trajectories have closer embeddings. Then, by applying DBSCAN to these representations and visualizing the corresponding moving patterns, our framework ultimately assists game masters in identifying and banning bots.
