Server-Side Machine Learning for Cheat Detection in Massively Multiplayer Online Role-Playing Games
Konrad Operacz, Hubert Zembrowski, Robert Kłopotek
DOI: http://dx.doi.org/10.15439/2026F1905
Citation: Konrad Operacz, Hubert Zembrowski, Robert Kłopotek (2026). Server-Side Machine Learning for Cheat Detection in Massively Multiplayer Online Role-Playing Games. In M. Bolanowski, M. Ganzha, M. Grzegorowski, L. Maciaszek, M. Paprzycki, A. Paszkiewicz, D. Ślęzak (eds), Proceedings of the 21st Conference on Computer Science and Intelligence Systems (FedCSIS). ACSIS, Vol. 47, pages 215–220.
Abstract. Cheating in massively multiplayer online role-playing games (MMORPGs) degrades gameplay fairness and causes significant economic harm to game operators. Existing anti-cheat mechanisms predominantly operate on the client side, making them susceptible to bypass by modified clients or external automation tools. This paper presents the Cheat Detection System (CDS), a server-side machine learning framework developed as part of an industrial R\&D project and validated on a controlled MMORPG testbed. The CDS integrates three complementary algorithms: a one-class Support Vector Machine (SVM) for detecting temporally anomalous player actions, an Affinity Propagation clustering algorithm for identifying unnaturally regular bot movement patterns, and a multilayer perceptron (MLP) acting as a meta-level decision engine. A login anomaly module employs behavioral profiling to detect unauthorized account access. Experimental results demonstrate F-scores ranging from 0.81 to 1.00 across five cheat categories, with a CPU overhead of less than 0.02 percentage points when running alongside 100 concurrent players. The modular architecture allows straightforward extension to new cheat patterns without redeployment of the core system.
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