Fantasy world: World of Warcraft is a popular massively multiplayer online role-playing game (MMORPG), with more than 11.5 million subscribers as of December 2008.
Blizzard Entertainment

Computing

Hackers Game a Multiplayer World

Two programmers reveal covert ways to automate characters in an immensely popular game.

  • Tuesday, August 4, 2009
  • By Robert Lemos

It's the simple necessities that sometimes spur invention. For Christopher Mooney, four years ago, it was the need to take a shower. A senior at the University of Southern Maine at the time, Mooney was in the midst of a long quest with a group of friends in the immensely popular online game World of Warcraft. Mooney didn't want to leave his friends in the lurch and then have to redo the quest all over again. So instead, he cobbled together some code to keep his character running with the party and healing anyone who needed it, then left his computer to freshen up.

On Friday, Mooney and colleague James Luedke showed off an evolved version of the original trick at DEFCON 17, a hacker conference in Las Vegas: a set of programs to automate in-game characters that have so far evaded detection by World of Warcraft's developer Blizzard Entertainment.

"Playing the game was fun, but what kept me up at night was figuring out ways to change the environment and extend the game experience," Mooney says. "Over the years, the stuff we did wrong, the things we rewrote, it must have totaled a full-time job for a year."

The project, dubbed Behead the Prophet (BTH) by the two programmers, includes code for automating characters described as "helpers." Such automated programs, known as "bots," are controversial in massively multiplayer online role-playing games (MMORPGs) because they are often used to automate the collection of valuable items--an activity known as "gold farming." Moreover, some bots use programming loopholes to cheat in other ways, for example, by giving characters super speed or the ability to attack more quickly.

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Blizzard allows some third-party developers to create scripts and in-game add-ons that enhance the user interface. But the company has taken measures to prevent third-party developers and hackers from using in-game information in external programs in ways it does not approve. The company has even created a program, called the Warden, to detect programs that violate its policies.

Mooney and Luedke argue that their programs are benign. They programmed their helpers to wait until a character from a particular guild asks for assistance and then follow that character's lead in taking certain actions: healing, casting spells, and attacking enemies.

To avoid detection as well as legal issues, Mooney and Luedke created a script written in the Lua programming language that makes decisions based on what's happening within the game. The script's decisions are represented as a particular color in a bar at the top of the screen. A second program uses this color to determine which keys to press in order to control the helper character. "The outside program is the stupid thing--it just presses keys," Mooney says. "All the power is on the inside add-on."

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MATR

92 Comments

  • 925 Days Ago
  • 08/04/2009

The Business Model

The problem, I think, is that people are working on solutions that defy the business model that MMO's have adopted.  The last time I checked, you pay by time, so the more time you spend "grinding" the more money they make.  It's really simple.  They make you have to grind a lot to go up in levels or get stuff, and it's just how they run their business.  Any interference with that via bots (which make it faster to do) cuts in on their profits.  That's a no-no. 

Of course on the other hand, I really don't enjoy grinding and don't play MMOs for exactly that reason.  Why, I ask myself, am I going to feed that business model?   Frankly I'd much rather it fail and they find another, less obnoxious, business model. 

Reply

msreid

27 Comments

  • 923 Days Ago
  • 08/06/2009

Re: The Business Model

There's more.  If you take a game like World of Warcraft, in which a player puts in a good amount of time and effort to reach certain objectives, any software that automates that effort for some people would be viewed as extremely unfair to other players who are playing "by the rules."  Thus if all the players feel like they are wasting their time by doing it the way the game was written, they will either get their own bots and exacerbate the problem or leave the game altogether.  Needless to say, I would think the game designers feel like the players need to feel like their time investments are protected against the artificial inflation from automation, or else they stop paying their monthly fees and quit the game.

Reply

MATR

92 Comments

  • 911 Days Ago
  • 08/18/2009

Re: The Business Model

That's a good point.  Personally, I think there are much more creative solutions possible than what the current business models for MMOs suggest.  It would require some revamping of how MMOs are currently structured, but it would make them much more compelling.  Perhaps if I can get far enough with my current project I will be able to demonstrate what I mean. 

Reply

Gaetano Marano

246 Comments

  • 925 Days Ago
  • 08/04/2009

>>> yes, the future of games will be even more multiplayer and online >>>

.

yes, the future of games will be even more multiplayer and online, so, in 2010, Google "could" release its own "Online Game Console" (maybe, called "GooStation" or "ChromeStation") that will KILL PlayStation, Wii and Xbox!

read more here: http://newgoos.blogspot.com/2009/08/new.html

.

Reply

kstauff

130 Comments

  • 924 Days Ago
  • 08/05/2009

I think they should call it the Gooii.

Reply

aka steve

9 Comments

  • 920 Days Ago
  • 08/09/2009

AI "helper" drones

   I would suggest that these programmers build an android to install this software on to OR at least discuss theories with robotics experts.
   They are gamers though so maybe a game where you can lead a small platoon or full war scenario as the program develops.

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