Developer Maxi Posted January 21, 2014 Developer Posted January 21, 2014 Dear community, We have a new pathing algorithm that is ready for OSBot 2. One of the most common bot detection techniques that we know of by reading papers about bot detection within games like World of Warcraft is tile hotspot detection. In summary tile hotspot detection is the act of storing tile clicks and from those clicks find out that bots usually tend to click the same tiles when traversing from A to B. The tiles are different every time you walk the path from A to B, but the path remains the same which means the tiles of the path become hotspots. Scripts with little differentiation most likely end up with walking from A to B by using for example area's, which slightly spread the tile clicks because the paths are slightly different, but they end up around a certain threshold regardless. This is very easy to monitor by a program, simply storing tile clicks on the servers of Jagex and process them to see if there is a recurring pattern in tile clicks. It doesn't take much computational power and is quite exact when it comes to identifying bots. Humans on the other hand tend to randomize their clicks far better, not because they do it on purpose, but we're human and can't click with bot precision and don't always judge correctly what is the shortest path from A to B. We know this way of detection is/was used in World of Warcraft. I haven't done any research into what World of Warcraft bots have done to mimic humanlike pathing, I haven't been able to find this information, most likely because of the fact they like to keep their magic tricks secret. This new pathing algorithm tackles this way of detection. Chances you will walk the exact same path from A to B are very small and this isn't just done by taking the path from A to B and differentiate around the tiles in the path. This would essentially still give easily detectable hotspots, with the only difference that instead of one path they are evenly distributed around the path. It constructs a giant shape which can be traversed and will make sure that it won't exceed a certain threshold of length compared to the shortest path, making sure it doesn't become utterly stupid or inefficient. Sincerely, OSBot.org 6
Pink Clay Posted January 21, 2014 Posted January 21, 2014 (edited) 1st edit: looking good Edited January 21, 2014 by Pink Clay
Swizzbeat Posted January 21, 2014 Posted January 21, 2014 Sounds awesome! Does this mean OSBot 2 will include full map web walking?
coosawx Posted January 21, 2014 Posted January 21, 2014 All this nice juicy stuff yall are putting in is getting me all excited for this to come out. I guess we have to wait for the good stuff we want :P
Kittens Posted January 21, 2014 Posted January 21, 2014 Thanks I guess. will OSBot 2 be out in beginning February or somewhere within that month at all?
Minus Militia Posted January 21, 2014 Posted January 21, 2014 (edited) BOOOO BOOO BOOO BOOO BOOOM NAIS Edited January 21, 2014 by Angerfist
lodsl Posted January 21, 2014 Posted January 21, 2014 Another huge step into the development of an amazing project! Good job.
Ericthecmh Posted January 21, 2014 Posted January 21, 2014 I'm definitely excited to use this in OSBot 2. Will this be usable in legacy scripts, or do we have to move to OSBot 2 scripts? Eric
Developer Maxi Posted January 21, 2014 Author Developer Posted January 21, 2014 I'm definitely excited to use this in OSBot 2. Will this be usable in legacy scripts, or do we have to move to OSBot 2 scripts? Eric We can make legacy scripts use this if we want yes. I'm most likely releasing this in OSBot 1 as well.