SRL Archive - Discussions & Debates

Jagex Macro Detection


**BANNED The Man

2010-12-26 16:46:24

Jagex Macroing Detection 
From the RS forums
Our macro detection system is highly advanced, reminiscent of our efforts to curb rule breakers prior
to the removal of unbalanced trade. Admittedly, we devote more of our energies towards
introducing actual game content.
The use of macros is nevertheless unacceptable, and contrary to popular belief we have not ignored
the recent outbreak of bot usage. Modern macros however are quite advanced, rarely interact with
the client, and issue commands the same way players point and click, rotate the camera, etc... We
presume this sudden leap of sophistication to be due to the fear of being caught with well developed
accounts, as most macro users seldom use throwaway accounts. Many recent macro users actually
have comparable gameplay hours to legitimate players.
[name removed], I don't actually know the very specific details. It's likely that nobody knows the
entire system to the letter, given the vastness of all of the software involved.
Firstly, we only issue bans if we can beyond a reasonable that the individual in question has
committed a violation of the rules. We have stated this to the public quite a bit, and it really is true. I
wouldn't lose sleep over the bans we've issued at all.
Our actual detection system monitors player behavior autonomously. As most bot programmers
have unfortunately and conveniently guessed, it works on a comparison of expected human behavior
to the observed behavior. Thus, macros that follow a set series of commands would be incredibly
easy to catch, if they would even be operational. Random camera shifts usually thwart these, and
finding them is a very rare occurrence.
We regularly dismantle macros, and the most common approach taken is object recognition with a
series of programmed responses. One of our very first attempts to counter this was random color
changes, usually not very noticeable. This turned out to be a failure as object recognition technology
proved to be far ahead of this eventuality."
"Unless the appearance of the interface was changed sufficiently enough to make it unusable to even
a regular player, it was not practical to make the game unrecognizable to a macro program.
All that we could do was analyze rather than inhibit, so to speak. By determining sets of behaviors
that are not characteristically human, in "criteria", we would get the alarm from the system if all
were met.
The first criteria is quite a bit similar to that of most first person shooter (FPS) games who take steps
to detect "aimbots." This would be simple movement. Inhumanly fast cursor movements are highly
suspicious, and consistent patterns of such movements (to discern from some player who gets bored
and plays with the mouse .) I don't know the actual numbers involved, sorry. Some exceptionally
skilled players frequently do trigger this, which is why multiple criteria exist.
The second criteria is the "accuracy" of the clicks. The interface determines exactly where any
specific click was made, and is further divided into the actual buttons such as the inventory, worn equipment, etc...
Primitive programs typically recognize the object, but click the same spot (often the same pixel.) This
immediately raises the alarm if it is done consistently. Most programs do not do this, though, but
rather have an "area of uncertainty" where the click will randomly fall in.
This is still easy to detect. There is accuracy, and precision. These programs do not replicate human
precision. Consider the dartboard as an example:
The goal is to simply "hit it." A human will still aim for the bullseye, to increase the chance of hitting
the dartboard. Thus hits will be concentrated towards the bullseye, but there will still be hits
nowhere close, and some misses too.
A macro does not have human flaws, and can always hit the dartboard. However, if randomized in
the "area of uncertainty" there is no such pattern."
This will also raise the alarm. More advanced yet, some macros will actually form concentric regions
of where the clicks will land. Still, we're always ahead of rulebreakers. Our final line of defense in this
criteria is to analyze the regions most commonly clicked.
A macro tends to click in a perfect square, circle, or sometimes the shape of an interface icon.
Sometimes even the region is randomized. Human behavior is not truly random however. The region
most commonly clicked is related to placement, which is all I know about this.
Highly advanced bots have made an attempt to replicate even this, but we have not seen anything
convincing yet. Admittedly, we're disadvantaged in this aspect, so we cannot fully rely on simple
movement and accuracy to detect a macro program.
The next criteria is the actual sequence of actions. A player that decides to cut some trees for logs,
and sell them for profit actually has a longer list of actions to perform than you'd think. The efficiency
of which this is completed can be analyzed, and much more easily compared to the behavior of a
macro programs' attempt to replicate it.
If each step is merely randomized with the same bounds of uncertainty like virtually all bots seem to
do today, the actual time it takes to execute the actions in all converges to a specific value! It's
similar to flipping a fair coin multiple times, and converging to a frequency of outcomes (namely
50%.) Humans are generally much less consistent, and once the consistency falls within a certain
range, the alarm is raised.
One more of many criteria is the effect of total gameplay time. As expected, exhaustion will set in for
most players and slow down their actions. This is not a completely reliable method, since some
players have been able to keep up their concentration for remarkably long periods of time."
"The last criteria I really know of is probably the most obscure and advanced. Human players tend to
have much better object recognition capabilities than a macro program, and the limitations of the
procedure can be exploited. While a human may be able to recognize a tree at a very unusual and
discrete angle, many macros lack this capability, and thus keep the camera angle within a certain
range. Some fail to change it entirely.
Macros tend to locate objects that are far out of reach by going close to the area in question, and
then finding it. Normal players tend to look ahead first.
There are probably many more techniques employed, and the genius and innovative capability of my
coworkers is simply amazing. I am very confident in their ability to enforce the rules, and keep RS a
fair, and equal environment. The detection system is definitely conducive to such, but that is not our
only method. The next is abuse reports. There are many new and better bots, just written, that can avoid at a few
of the criteria, and not be flagged. The intuition of a human being can never be surpassed, and abuse
reports give us an all seeing eye that brought many rule breakers to justice. Abuse reports are also
helpful for locating the archives, and comparing the new behavior of the new macro that was
previously able to avoid detection. We can update accordingly.
We highly encourage abuse reporting, and we will not punish players who send in reports with a
reasonable cause to suspect the player in question is using a macro.
Circumstances (such as the usual range of playing time) is taken into account as well.

So here it is :)

-Boom

Hugolord

2010-12-26 16:53:02

Old copy paste =/

P1nky

2010-12-26 17:13:03

They always say BS like that, don't worry we all have our ways haha.

marpis

2010-12-26 17:22:23

From: Hugolord
Old copy paste =/


He still was just trying to be helpful.
—
They always say gibberish like that, never making any real points or revalations.

Hugolord

2010-12-26 17:24:07

From: marpis
He still was just trying to be helpful.
—
They always say gibberish like that, never making any real points or revalations.


I know, I'm sorry if that came off as rude, I was just pointing out that we've already had this information posted @ SRL or a link to it I think? :)

Huthaifah

2010-12-26 18:01:32

That's for Rsbot, they hack the client, but we do not hack the client, as it opens up regularly, ( don't know the right words, hope you understood me). Also, we have antiban protection. The only possible way to get banned from SRL botting is if you abuse botting and go 24/7. DW, we gott diss.

KingKong

2010-12-26 21:36:39

I don't think that this is one of the best things jagex has done, by saying what they said, they are only making it harder for themselves to catch bots(the mouse function that im working on aims to do what they said-aim for bullseye, with some outliers) because bot programmers can counter it easily.

Huthaifah

2010-12-27 00:50:58

Jagex is just talking Gibberish, their just saying this so the NO people use RWT and Botting as an excuse for them to not put Old Wildy and Free Trade back. The real issue is they lost a bunch of players. So they really want Old Wildy and Free Trade back only because of the player issue.

Method

2010-12-27 01:46:52

From: Huthaifah
Jagex is just talking Gibberish, their just saying this so the NO people use RWT and Botting as an excuse for them to not put Old Wildy and Free Trade back. The real issue is they lost a bunch of players. So they really want Old Wildy and Free Trade back only because of the player issue.


I'm not sure why you're connecting this to the new motion to add back the wilderness and free trade. The post containing this information was made many months ago.

Flight

2011-01-26 09:21:51

I agree with what Method just posted, I don't see the legitimacy in your reference to be honest. :/

I do appreciate you posting this, as I've not seen it before. Alot of these methods the majority of bot/script makers have already known based on their own common sense. But I got a few ideas out of how they give examples on macro detection, like their bulls eye example of how you always aim for the center of the board but you don't always hit it, infact you might not hit the board at all but leave holes in the wall (which I can honestly say I'm guilty of ;)). Apply this to Runescape, when you're fast to click a tree/fishing spot/rock, do you always click the object the first time? Or do you infact click on nothing and end up walking instead?

Another point they brought up was their detection of the player's camera angle in accordance to object-finding. How some bots will click an object that might not even be visible on the screen, but it's found by the client and clicked on irregardless. They also said how some bots don't even change the camera angles. I'd say a fix for this is "if" the bot detects the object it's trying to find and it's "not" on the screen, then to get the location of the object and use that to rotate the camera angle accordingly until the object is visible from the screen, 'then' proceed.

grats

2011-01-26 10:11:36

The guy after he wrote that:

Oh god I hope that scared a few kids into not botting because we can't detect them if our lives depended on it!



I do notice myself, as I work, learning from the bots and how they play… and when I play with my friends legitly (I got a few who play) I play as much like our bots as I can.. with random movements of my view and "woot I leveled" sayings etc

tom99

2011-01-26 10:12:46

I knew it was like that all the time, and to be honest it look more like a pitfall for legit players to me.

Echo_

2011-01-29 20:22:14

Firstly, we only issue bans if we can beyond a reasonable that the individual in question has committed a violation of the rules.


That statement is incorrect, I know a few people who have pulled all nighters on occasion and find the next day that they have been temporarily banned. The fact that a large corporation like Jagex cannot seem to keep ahead of the autoing community is hilarious.

Flight

2011-01-29 20:58:20

That's because the whole corporation of Jagex is not solely intended on "bot-busting", their main priority is game development. So actually, your statement is incorrect, Echo_.