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Author Shpigor, Ilya, author.

Title Practical video game bots : automating game processes using C++, Python, and AutoIt / Ilya Shpigor.

Publication Info. [Place of publication not identified] : Apress, 2018.


Location Call No. OPAC Message Status
 Axe Books 24x7 IT E-Book  Electronic Book    ---  Available
Description 1 online resource.
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Bibliography Includes bibliographical references.
Note Online resource; title from PDF title page (EBSCO, viewed August 28, 2018).
Contents Intro; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Preface; Introduction; Chapter 1: Overview of Bots; Purpose of Bots; Game Application; Types of Bots; 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 in Active Window; AutoIt Send Function Internals; Keystroke in Inactive Window; Mouse Simulation
Mouse Actions in Active WindowMouse Actions in Inactive Window; OS-Level Data Embedding Summary; Output Device Capture; Windows Graphics Device Interface; AutoIt Analysis Functions; Analysis of Specific Pixel; Analysis of Pixels Changing; Advanced Image Analysis Libraries; FastFind Library; ImageSearch Library; Capturing Output Device Summary; Example with Lineage 2; Lineage 2 Overview; Bot Implementation; The Blind Bot; The Bot with Conditions; Further Improvements; Lineage 2 Summary; Protection Approaches; Test Application; Analysis of Actions; Process Scanner; Keyboard State Check
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 and Write Operations; TEB and PEB Access; Current Process; Target Process; Heap Access; Process Memory Access Summary; Example with Diablo 2; Bot Overview; Diablo 2 Memory Analysis; Search the Parameters; Search the Object; Bot Implementation; Further Improvements; Example Summary
Protection ApproachesTest Application; Analysis of Test Application; The Bot for Test Application; Approaches Against Analysis; WinAPI for Debugger Detection; IsDebuggerPresent; CloseHandle; CreateProcess; Register Manipulations for Debugger Detection; Approaches Against Bots; Hiding Game Data; XOR Cipher; AES Cipher; Check Correctness of Game 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
Example with NetChessBot Overview; NetChess Traffic Analysis; Bot Implementation; Assessing the Bot; 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 and Mouse Emulation; Input Device Emulation Summary; OS-Level Interception Data; OS-Level Interception Data Tools; Test Application; DLL Import; API Hooking Techniques; Proxy DLL; Example of Proxy DLL
Summary 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.
Subject Video games -- Automation.
Robots -- Programming.
C++ (Computer program language)
Python (Computer program language)
TECHNOLOGY & ENGINEERING / Engineering (General)
C++ (Computer program language) (OCoLC)fst00843286
Python (Computer program language) (OCoLC)fst01084736
Robots -- Programming. (OCoLC)fst01099070
Programming & scripting languages: general.
Microsoft programming.
Games development & programming.
Genre/Form Electronic books.
Other Form: Original 1484237358 9781484237359 (OCoLC)1034576720
ISBN 9781484237366 (electronic bk.)
1484237366 (electronic bk.)
Standard No. AU@ 000063971238
UKMGB 019177235

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