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Author Topic: Automation in Video Games  (Read 928 times)

Haschel

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Automation in Video Games
« on: April 24, 2011, 07:23:03 pm »

This thread is intended to apply to any game where competition between players is a factor. I've been playing online multiplayer games for quite a few years now. Platformers, First person shooters, MMORPGs, I'll give anything a try if it provides some interesting gameplay aspects. A year or two back I was banned from my first MMO for using an anti-idle macro that I scripted in about five minutes (It was one of my first attempts at scripting anything) in AutoHotkey to farm items while away from my keyboard. I'm not here to whine about that, though.

Online play has become a large basis for a lot of games for the past few years, and in every one of these games comes opportunity to shave off those few precious seconds for every repetitive action you take, via automation. It can come in a variety of forms, but I can't think of anything that doesn't boil down to saving yourself some time and effort. First I would like to list a couple examples that I feel people would commonly encounter.

1. The Bot. It's the guy you see in the same area, killing the same things, day after day after day. That's a really narrow and imprecise description, but I'm sure everyone knows what I'm talking about.

2. The shortcut. In most FPS' you can jump. Sometimes you can duck. Sometimes you can duck while jumping. It doesn't seem like much of a difference, but having a smaller hitbox while moving in midair can be an important technique for gaining the edge over competition. Timing and hitting an extra key can be a pretty big strain on your hand when you're already hitting two or three at a time. A simple tweak will turn it into a single key for both actions, timed to perfection. This applies to every single action in the game; Why press one key for every action when you can combine actions into groups?

I was thinking of adding one or two more, but they are pretty weak examples and I feel these two represent the extreme sides of scripting; One is full on automation of gameplay while the other is a simple little tweak to simplify something you are doing anyway. Finally, I'd like to bring "gaming grade" mice and keyboards into the equation. One of the most common features in these components is that the keys and buttons are fully re-programmable, and often come with a scripting tool built into the drivers. Use of 3rd-party programs is against the rules in most games, and the fancy $60 keyboard you just bought will often fall under this rule depending on how you use it.

The prevalent botting in MMOs is commonly seen as a festering wound on the community, but how often is this the case? I've never played a game where I felt this was directly harming my experience in some way, but I'd like to hear about some other people's experience with this. Everyone has a limit to when these things are acceptable, and when it steps the border into "cheating". My limit comes down to abuse of the game in question; Aimbots in any FPS, or abusing a glitched skill in an MMO. What's your limit, and what do you find acceptable? Do you think automated players in an MMO can ruin the game in question? Any thoughts on how game makers can accommodate player scripting while minimizing abuse to core gameplay? And finally, if well-respected manufacturers (Razer being the big name here) are making it easier for everyone to access these functions, to what degree can game moderators denounce it as "unfair"?
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PsyberianHusky

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Re: Automation in Video Games
« Reply #1 on: April 24, 2011, 07:41:34 pm »

I think it depends on the competitive nature of the game.
Aimbot in a fps, nope not buying that is legit.
   grindbot? sure.
The difference is one of these is manual labor saving and one of these is skill saving. 
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Bouchart

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Re: Automation in Video Games
« Reply #2 on: April 24, 2011, 07:46:08 pm »

Botting in MMOs is nothing new.  People were writing scripts for MUDs 20 years ago.  The only way around it is to have an MMO with enough interactions and complexity so that you can't have a script play half the game for you.

I don't have a problem with some aliases and macros, though.  I like being able to cast a bunch of spellups with one or two keystrokes rather than having to type each one in.
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Haschel

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Re: Automation in Video Games
« Reply #3 on: April 24, 2011, 08:17:11 pm »

Botting in MMOs is nothing new.  People were writing scripts for MUDs 20 years ago.  The only way around it is to have an MMO with enough interactions and complexity so that you can't have a script play half the game for you.

I don't have a problem with some aliases and macros, though.  I like being able to cast a bunch of spellups with one or two keystrokes rather than having to type each one in.
No one said botting was new, I was rather more interested in how people felt about it, and if they had any concrete evidence than botting was harmful to the gaming environment. They can inflate the item market with mass quantities of things people normally need a lot of. This can be seen as harmful to the economy, but I don't have the knowledge to argue anything about that. People end up getting what they need quicker and more often, however, which can be seen as a good thing. And to further illustrate one side of the argument, MMOs lately seem to be 90% grind 10% end-game content. Can you really blame a person for wanting to skip the 90% bad to get to the 10% good? (Statistics derived entirely of opinion)
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Max White

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Re: Automation in Video Games
« Reply #4 on: April 24, 2011, 08:36:54 pm »

If at any point you feel the need to use a bot in a game, then the game was very poorly built, and is over using Skinner box techniques. A game should be fun, agreed? Well if a level system is part of the game, then levelling up should be fun, not a 'grind'. So, for example, a side by side comparison of two games.
Game A features monsters in specific spawn points and a small patrol area. There location is well known, and you are not likely to be attacked by monsters you can not handle because there are none near by. They have some what quick re spawn and always have the same stats and some what predictable drops. Because you can make killing these monsters so efficient by timing your clicks to their respawns, little exp is given per monster, but many monsters can be killed.

Game B features randomised monster spawn with very large patrol areas. You will most likely have to spend some time exploring to find a target, and while you are doing this there is a chance to encounter an NPC that can crush you with ease. You aren't really sure about respawn times, because they are mostly random, and creatures are varied in strength and encounter size. Because training your skills requires you to move around a bit to find a target, and the risk of getting diced by a larger monster, the EXP rewards per kill are greater.

Now game A is built for bots. Not only is it boring to play, but it is made in a way that it is easier to make a bot for. Game B is made for humans, as it is more interesting to explore and see what you come across, and it would require a much smarter bot to handle these conditions. Game B is better. However game B is harder to program, so the reason we have so many of A is because MMO makers such.

Lagslayer

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Re: Automation in Video Games
« Reply #5 on: April 25, 2011, 01:02:02 am »

The way I figure it, if they ban certain third party programs, you can't use third party programs. This is very common. If they ban certain macros, then you can't use them. This is usually NOT the case until they find someone doing it, then those people often get punished. This is bull shit. The same can be said of exploits. If they didn't want it to happen, they should have programmed the game better.

ed boy

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Re: Automation in Video Games
« Reply #6 on: April 25, 2011, 02:04:53 am »

If they didn't want it to happen, they should have programmed the game better.
You do realise that programming a game, especially one that is remotely enjoyable is a bloody hard job? They certainly try to program the game to avoid these things, but shifting the blame enitrely onto them because they didn't have to foresight/ability to predict every possible input or glitch and implement steps to prevent abuse without compromising the enjoyability of the game is bollocks.
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Reelyanoob

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Re: Automation in Video Games
« Reply #7 on: April 25, 2011, 02:26:36 pm »

I don't play MMOs but I do a bit of programming and have tried a bot once or twice, mainly though I like to do scripting on single-player games I have.

I'm willing to bet that if you're paying to play (monthly $$$), they turn more of a blind-eye to bots than a free game which relies on advertising (bots don't click adds). Also, a bot can use up more bandwidth than a normal player (more commands sent per second), which could hog a server which is at capacity, and decrease play experience for regular players if there were enough bots around. It's not the bots, it's the alias' and multi-bot stuff they're really trying to stop, i.e. single players with 20 (or a lot more maybe) characters all running 24/7. That costs money to run, so you want it to last for the most audience.

If they didn't want it to happen, they should have programmed the game better.
Better how? This is the internet we are talking about. You have to expose the game data by sending it over the network. No matter how smart you are in coding the server side, it's child's play to intercept and read all the game traffic on the user's end. And with hacked clients (or sometimes just with hacked packet routing), you can modify the commands sent back to the game in a way which the admins cannot tell what the hell you are doing. They have to detect "patterns" in your behaviour, or have you reported by another player, to find out. And then, the bot makers just change their bot code so the old patterns don't appear and make it more randomized to boot, to further confuse the admins.

With chatbots etc, you could fake being a real person even better, and fool 90% of players.
« Last Edit: April 25, 2011, 02:41:13 pm by Reelyanoob »
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freeformschooler

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Re: Automation in Video Games
« Reply #8 on: April 25, 2011, 02:35:06 pm »

If they didn't want it to happen, they should have programmed the game better.
You do realise that programming a game, especially one that is remotely enjoyable is a bloody hard job? They certainly try to program the game to avoid these things, but shifting the blame enitrely onto them because they didn't have to foresight/ability to predict every possible input or glitch and implement steps to prevent abuse without compromising the enjoyability of the game is bollocks.

Hint: this is why we have "patches".

(although admittedly a lot of console gamers could potentially be SOL on that one)
« Last Edit: April 25, 2011, 02:37:44 pm by freeformschooler »
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