automating game processes using C++, Python, and AutoIt /
First Statement of Responsibility
Ilya Shpigor.
.PUBLICATION, DISTRIBUTION, ETC
Place of Publication, Distribution, etc.
[Place of publication not identified] :
Name of Publisher, Distributor, etc.
Apress,
Date of Publication, Distribution, etc.
2018.
PHYSICAL DESCRIPTION
Specific Material Designation and Extent of Item
1 online resource
INTERNAL BIBLIOGRAPHIES/INDEXES NOTE
Text of Note
Includes bibliographical references.
CONTENTS NOTE
Text of Note
Intro; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Preface; Introduction; Chapter 1: Overview of Bots; Purpose ofBots; Game Application; Types ofBots; Community Classification; Developer Classification; Bot Comparison; Summary; Chapter 2: Clicker Bots; Developer Tools; Programming Language; Image Processing Libraries; Image Analysis Tool; Source Code Editors; API Hooking; OS-Level Data Embedding; Keystroke Simulation; Keystroke inActive Window; AutoIt Send Function Internals; Keystroke inInactive Window; Mouse Simulation
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Example withNetChessBot Overview; NetChess Traffic Analysis; Bot Implementation; Assessing theBot; Protection Approaches; Cryptographic System; Test Application; XOR Cipher; Triple DES Cipher; AES Cipher; RSA Cipher; Detecting Out-game Bots; Chapter 5: Extra Techniques; Input Device Emulation; Input Device Emulation Tools; Keyboard Emulation; Keyboard Modifiers; Mouse Emulation; Keyboard andMouse Emulation; Input Device Emulation Summary; OS-Level Interception Data; OS-Level Interception Data Tools; Test Application; DLL Import; API Hooking Techniques; Proxy DLL; Example ofProxy DLL
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Mouse Actions inActive WindowMouse Actions inInactive Window; OS-Level Data Embedding Summary; Output Device Capture; Windows Graphics Device Interface; AutoIt Analysis Functions; Analysis ofSpecific Pixel; Analysis ofPixels Changing; Advanced Image Analysis Libraries; FastFind Library; ImageSearch Library; Capturing Output Device Summary; Example withLineage 2; Lineage 2 Overview; Bot Implementation; The Blind Bot; The Bot withConditions; Further Improvements; Lineage 2 Summary; Protection Approaches; Test Application; Analysis ofActions; Process Scanner; Keyboard State Check
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Protection ApproachesTest Application; Analysis of Test Application; The Bot forTest Application; Approaches Against Analysis; WinAPI forDebugger Detection; IsDebuggerPresent; CloseHandle; CreateProcess; Register Manipulations forDebugger Detection; Approaches Against Bots; Hiding Game Data; XOR Cipher; AES Cipher; Check Correctness ofGame Data; Protection Approaches Summary; Chapter 4: Out-game Bots; Tools; Programming Language; Network Analyzer; Windows Configuration; Internet Protocols; Communication Tasks; TCP/IP Stack; Packet Analysis; Test Application; Packet Capture; UDP Connection
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Protection SummaryChapter 3: In-game Bots; Tools; Programming Language; Debugger; Memory Analyzing Tools; Process Memory Analysis; Process Memory Overview; Variable Searching; 32-Bit Application Analysis; 64-Bit Application Analysis; Process Memory Analysis Summary; Process Memory Access; Open Process; Read andWrite Operations; TEB andPEB Access; Current Process; Target Process; Heap Access; Process Memory Access Summary; Example withDiablo 2; Bot Overview; Diablo 2 Memory Analysis; Search theParameters; Search theObject; Bot Implementation; Further Improvements; Example Summary
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SUMMARY OR ABSTRACT
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Develop and use bots in video gaming to automate game processes and see possible ways to avoid this kind of automation. This book explains how bots can be very helpful in games such as multiplayer online games, both for training your character and for automating repetitious game processes in order to start a competition with human opponents much faster. Some players might use bots for cheating or avoiding game rules to gain an advantage over opponents - a sophisticated form of hacking that includes some elements of artificial intelligence (AI). However, while Practical Video Game Bots considers these topics, it is not a cheater's guide. Rather, this book is an attempt to overcome the information vacuum regarding bot development in video game applications. Through the use of three case study game examples, it covers most methods and technologies that are used by bot developers, and the details of anti-cheating systems. This book provides answers and useful advice for topics such as process automation, reverse engineering, and network applications. Modern bot applications use technologies from all these domains. You will also consider the work mechanisms of different kinds of bots and will write simple prototypes. What You Will Learn Discover bots and apply them to game applications Use clicker bots with OS-level embedding data, output-device capture, and more Develop in-game bots, with process memory analysis and access Work with out-game bots, with network interception and embedding data Deal with input device emulation and OS-level interception data Who This Book Is For Those with some prior experience in game development and coding experience in Python, C++, and Windows APIs.