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E-grāmata: Practical Video Game Bots: Automating Game Processes using C++, Python, and AutoIt

  • Formāts: EPUB+DRM
  • Izdošanas datums: 21-Aug-2018
  • Izdevniecība: APress
  • Valoda: eng
  • ISBN-13: 9781484237366
  • Formāts - EPUB+DRM
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  • Formāts: EPUB+DRM
  • Izdošanas datums: 21-Aug-2018
  • Izdevniecība: APress
  • Valoda: eng
  • ISBN-13: 9781484237366

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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. 





 





 
About the Author vii
About the Technical Reviewer ix
Acknowledgments xi
Preface xiii
Introduction xv
Chapter 1 Overview of Bots
1(16)
Purpose of Bots
1(2)
Game Application
3(4)
Types of Bots
7(8)
Community Classification
7(2)
Developer Classification
9(3)
Bot Comparison
12(3)
Summary
15(2)
Chapter 2 Clicker Bots
17(78)
Developer Tools
17(3)
Programming Language
18(1)
Image Processing Libraries
18(1)
Image Analysis Tool
19(1)
Source Code Editors
19(1)
API Hooking
19(1)
OS-Level Data Embedding
20(16)
Keystroke Simulation
23(8)
Mouse Simulation
31(5)
OS-Level Data Embedding Summary
36(1)
Output Device Capture
36(20)
Windows Graphics Device Interface
36(2)
Autolt Analysis Functions
38(8)
Advanced Image Analysis Libraries
46(10)
Capturing Output Device Summary
56(1)
Example with Lineage 2
56(14)
Lineage 2 Overview
56(2)
Bot Implementation
58(11)
Lineage 2 Summary
69(1)
Protection Approaches
70(25)
Test Application
71(1)
Analysis of Actions
72(9)
Process Scanner
81(8)
Keyboard State Check
89(5)
Protection Summary
94(1)
Chapter 3 In-game Bots
95(114)
Tools
95(2)
Programming Language
95(1)
Debugger
96(1)
Memory Analyzing Tools
97(1)
Process Memory Analysis
97(20)
Process Memory Overview
97(8)
Variable Searching
105(12)
Process Memory Analysis Summary
117(1)
Process Memory Access
117(25)
Open Process
117(4)
Read and Write Operations
121(3)
TEB and PEB Access
124(15)
Heap Access
139(3)
Process Memory Access Summary
142(1)
Example with Diablo 2
142(29)
Bot Overview
145(1)
Diablo 2 Memory Analysis
146(14)
Bot Implementation
160(7)
Further Improvements
167(3)
Example Summary
170(1)
Protection Approaches
171(38)
Test Application
171(7)
Approaches Against Analysis
178(19)
Approaches Against Bots
197(10)
Protection Approaches Summary
207(2)
Chapter 4 Out-game Bots
209(66)
Tools
209(4)
Programming Language
209(2)
Network Analyzer
211(1)
Windows Configuration
211(2)
Internet Protocols
213(39)
Communication Tasks
213(4)
TCP/IP Stack
217(4)
Packet Analysis
221(1)
Test Application
221(5)
Packet Capture
226(7)
UDP Connection
233(2)
Example with NetChess
235(4)
Bot Overview
239(1)
NetChess Traffic Analysis
239(8)
Bot Implementation
247(4)
Assessing the Bot
251(1)
Protection Approaches
252(23)
Cryptographic System
252(1)
Test Application
253(1)
XOR Cipher
254(5)
Triple DES Cipher
259(5)
AES Cipher
264(3)
RSA Cipher
267(6)
Detecting Out-game Bots
273(2)
Chapter 5 Extra Techniques
275(44)
Input Device Emulation
275(22)
Input Device Emulation Tools
275(1)
Keyboard Emulation
276(6)
Keyboard Modifiers
282(3)
Mouse Emulation
285(5)
Keyboard and Mouse Emulation
290(6)
Input Device Emulation Summary
296(1)
OS-Level Interception Data
297(5)
OS-Level Interception Data Tools
297(1)
Test Application
298(1)
DLL Import
299(3)
API Hooking Techniques
302(15)
Proxy DLL
302(3)
Example of Proxy DLL
305(4)
API Patching
309(2)
Example of API Patching
311(6)
OS-Level Interception Data Summary
317(2)
Index 319
Ilya Shpigor is a software developer in a flight simulator manufacturing company in Saint Petersburg, Russia. His work is in developing real-time computing systems that work under heavy computational loads. Ilya prefers to use open source software products, such as the Linux operating system and GNU toolchain, for his daily tasks.  He has participated in ALT Linux distribution and Wine open source software development before his current job.  Ilya has experience in cross-platform software development, porting applications to other computing platforms, and real-time computing systems design. He is interested in automating routine tasks and researching the capacities of different programming languages to solve specific problems.