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Video game bot
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In video games, a bot or drone is a type of artificial intelligence (AI)-based expert system software that plays a video game in the place of a human. Bots are used in a variety of video game genres for a variety of tasks: a bot written for a first-person shooter (FPS) works differently from one written for a massively multiplayer online role-playing game (MMORPG). The former may include analysis of the map and even basic strategy; the latter may be used to automate a repetitive and tedious task like farming.
Bots written for first-person shooters usually try to mimic how a human would play a game. Computer-controlled bots may play against other bots and/or human players in unison, either over the Internet, on a LAN or in a local session.[1] Features and intelligence of bots may vary greatly, especially with community created content. Advanced bots feature machine learning for dynamic learning of patterns of the opponent as well as dynamic learning of previously unknown maps, whereas more trivial bots may rely completely on lists of waypoints created for each map by the developer, limiting the bot to play only maps with said waypoints.
Using bots is generally against the rules of current massively multiplayer online role-playing games (MMORPGs), but a significant number of players still use MMORPG bots for games like RuneScape.[2]
MUD players may run bots to automate laborious tasks, which can sometimes make up the bulk of the gameplay. While a prohibited practice in most MUDs, there is an incentive for the player to save time while the bot accumulates resources, such as experience, for the player character bot.
Types
[edit]Bots may be static, dynamic, or both. Static bots are designed to follow pre-made waypoints for each level or map. These bots need a unique waypoint file for each map. For example, Quake III Arena bots use an area awareness system file to move around the map, while Counter-Strike bots use a waypoint file.[3] Dynamic bots learn the levels and maps as they play, such as RealBot for Counter-Strike. Some bots are designed using both static and dynamic features.
See also
[edit]References
[edit]- ^ GameBots: A Flexible Test Bed for Multiagent Team Research Gal A. Kaminka, Manuela M. Veloso, Steve Schaffer, Chris Sollitto, Rogelio Adobbati, Andrew N. Marshall, Andrew Scholer, and Sheila Tejada. Communications of the ACM, 45(1):43–45, January 2002.
- ^ Senior, Tom (3 November 2011). "Runescape bot nuking event bans 1.5 million bots in one day". PC Gamer. Retrieved 14 July 2016.
- ^ J.M.P. van Waveren (28 June 2001). "Quake III Arena Bot thesis paper" (PDF). University of Technology Delft Faculty ITS.
Video game bot
View on GrokipediaDefinition and History
Definition
A video game bot is an automated software program that uses artificial intelligence or scripted behaviors to control characters or perform actions in video games, simulating human inputs and decision-making processes in place of or alongside human players.[7][2] These systems function as expert software, processing game states to generate actions that mimic or exceed human performance, often without requiring ongoing user oversight.[8] Key characteristics of video game bots include their autonomy, enabling continuous operation for extended periods—such as 24 hours—independent of real-time human intervention.[7] They exhibit goal-oriented behavior, pursuing specific in-game objectives like resource accumulation, character leveling, or match victories to optimize outcomes.[2] Additionally, bots are often designed for PC environments, operating across diverse formats including single-player titles and multiplayer environments, particularly MMORPGs and FPS games.[8] Unlike non-player characters (NPCs), which are internally controlled by the game's developers to populate the world and follow scripted behaviors, video game bots are external programs injected or run separately to control player avatars.[2] In contrast to simple cheats like wallhacks, which passively alter visibility or information access without engaging the game's mechanics, bots actively navigate, interact, and strategize to play the game.[9] The scope of video game bots encompasses applications in genres such as first-person shooters (FPS), where they may traverse maps and engage targets autonomously, and massively multiplayer online role-playing games (MMORPGs), where they automate resource farming or quest completion.[7][2]Historical Development
The origins of video game bots trace back to the 1980s in text-based multi-user dungeons (MUDs), where players used simple scripts and enhanced telnet clients to automate repetitive actions like resource gathering or combat, as plain telnet interfaces limited manual efficiency.[10] These early bots, often triggered by pattern-matching on text output, emerged as players sought to manage multiple characters simultaneously in persistent worlds, laying groundwork for automation in online gaming.[10] Bots gained prominence in the 1990s with the shift to graphical games, particularly first-person shooters (FPS). Early legitimate bots appeared in Doom (1994) with mods like Botz, enabling AI opponents in deathmatch modes. In 1996, the Reaper Bot, developed by Steven Polge for Quake, became one of the first notable FPS bots, enabling offline play against AI opponents through pathfinding and decision-making scripts integrated via the game's modding tools.[11] This innovation democratized single-player practice and influenced bot design in multiplayer contexts. Concurrently, the rise of massively multiplayer online role-playing games (MMORPGs) like Ultima Online (released 1997) saw player-run bots automate grinding tasks such as farming resources, prompting early developer responses like multi-client restrictions to curb exploitation.[10] The 2000s marked a boom in sophisticated scripting for MMORPGs, exemplified by World of Warcraft (released 2004), where bots facilitated complex farming operations by simulating inputs for quests and combat.[12] Tools like AutoHotkey, first released in 2003, further empowered users by providing open-source scripting for keyboard and mouse automation, broadening bot accessibility beyond elite programmers.[13] This era also saw legal escalations, as Blizzard Entertainment sued MDY Industries in 2008 over the Glider bot, which automated gameplay in World of Warcraft; the court awarded Blizzard $6 million, establishing precedents against third-party automation tools under copyright and terms-of-service violations.[14] From the 2010s onward, video game bots transitioned from rule-based scripting to machine learning integrations, particularly reinforcement learning for adaptive behaviors. OpenAI's Five, unveiled in 2018, demonstrated this shift by defeating professional Dota 2 teams in 5v5 matches after training on vast simulated games, showcasing coordinated AI in complex, real-time strategy environments.[15] Similarly, DeepMind's AlphaStar achieved Grandmaster level in StarCraft II in 2019, outperforming 99.8% of human players through multi-agent reinforcement learning that handled imperfect information and long-term planning.[16] As of 2023, reinforcement learning bots are increasingly used in esports training, generating adaptive opponents and personalized drills that simulate human variability to enhance player skills in titles like Counter-Strike and League of Legends.[17] Key influential factors in this evolution include hardware advancements, such as faster CPUs and GPUs enabling real-time processing of complex AI models, which alleviated earlier computational bottlenecks in bot simulation. Open-source frameworks like AutoHotkey continued to lower barriers, fostering community-driven innovations alongside proprietary AI research.[13]Types
Automation-Based Bots
Automation-based bots in video games rely on predefined scripts and macros to execute repetitive actions, such as simulating mouse clicks at fixed screen coordinates or timed key presses, enabling automated gameplay without adaptive decision-making. These bots typically loop through sequences of inputs to perform tasks like resource collection or combat routines, making them suitable for grind-heavy environments. For instance, in massively multiplayer online role-playing games (MMORPGs), farming bots automate the process of gathering items by repeatedly navigating to resource nodes, attacking enemies, and collecting loot, often running continuously to accumulate in-game currency or materials.[18][2] Key subtypes include input macros, which focus on simulating user inputs like keyboard sequences, and pixel-matching bots, which analyze screen pixels for triggers. Input macros, often created using tools like AutoHotkey, automate key presses in rhythm games by timing inputs to on-screen cues, allowing players to replicate complex patterns effortlessly. Pixel-matching bots, prevalent in early 2000s titles such as Diablo II, detect specific colors or patterns on the screen—such as enemy indicators or item drops—to initiate actions like movement or attacks, relying on image recognition without accessing game memory. These approaches emerged as accessible methods for automation in games with graphical interfaces, contrasting with more advanced AI-driven bots that incorporate learning mechanisms. The advantages of automation-based bots lie in their simplicity and low computational overhead, requiring minimal hardware resources and easy scripting for basic tasks, which made them ideal for early online gaming. However, their rigid, rule-based nature renders them predictable, as they follow fixed patterns that lack variation in response to game changes. A notable example is the gold-farming bots in Lineage II around 2003, which automated combat loops to harvest currency from monsters, contributing to widespread economic disruptions in the game's virtual economy. Such bots proliferated due to the repetitive grind in MMORPGs, but their detectability stemmed from uniform behavior, like consistent timing in actions.[19][18] These bots dominated video game automation from the 1990s through the 2000s, particularly for tedious repetitive tasks in early MMORPGs like Ultima Online, where manual grinding was time-intensive. By 2025, while overshadowed by more sophisticated tools in complex titles, they remain common in mobile games for automating ad interactions or idle progression mechanics, such as auto-clicking rewards in casual titles. Simple automation tools, such as Android auto-clickers, are widely used to simulate repetitive screen touches in mobile browser games, but these lack advanced AI for intelligent decisions and rely solely on predefined repetitive actions. Their persistence highlights the ongoing demand for straightforward automation in accessible gaming platforms.[20][21]AI-Driven Bots
AI-driven bots in video games leverage artificial intelligence, particularly machine learning algorithms like reinforcement learning, to dynamically adapt strategies in response to evolving game states. Unlike rule-based systems, these bots learn optimal actions through trial and error, receiving rewards for successful outcomes such as defeating opponents or achieving objectives. This approach enables them to handle complex, unpredictable environments common in video games. For instance, neural networks are used for pathfinding in first-person shooter (FPS) games, where bots process spatial data to navigate obstacles and pursue targets more efficiently than traditional algorithms like A*.[22] Key subtypes of AI-driven bots include those based on supervised learning and deep learning. Supervised learning bots are trained on large datasets of human gameplay footage, allowing them to imitate realistic behaviors and predict actions like enemy movements. In games such as Counter-Strike, these bots employ neural networks to analyze trajectories and adjust aiming in real-time, improving accuracy while mimicking human variability to evade detection. Deep learning bots, on the other hand, draw inspiration from advanced architectures like those in AlphaGo, utilizing convolutional and recurrent neural networks for strategic decision-making in turn-based or real-time strategy games. These systems evaluate multiple future scenarios to select moves that maximize long-term rewards.[23][24] Prominent examples highlight the impact of these technologies. OpenAI Five, released in 2018, achieved superhuman performance in Dota 2 by employing multi-agent reinforcement learning, where five coordinated neural networks trained via self-play to outperform professional esports teams in matches lasting up to 45 minutes.[25] As an earlier precursor, IBM's Deep Blue in 1997 defeated world chess champion Garry Kasparov using specialized search algorithms and evaluation functions, laying groundwork for AI in competitive gaming despite its focus on abstract board states rather than graphical video environments.[26] Recent advancements by 2025 have incorporated large language models (LLMs) into AI-driven bots for enhanced decision-making in narrative-driven games, where bots parse dialogue and context to generate contextually appropriate responses or strategies. For example, prototypes like AI-Buddies in MMORPGs use LLMs to create dynamic NPC interactions based on player behavior. This integration allows for more immersive interactions, such as adaptive storytelling based on player choices. However, these sophisticated systems incur significant challenges, including high computational costs; training often demands GPU clusters running for weeks or months to process vast simulation data. Despite these developments, no reliable advanced AI tool currently exists that can automatically play arbitrary games in mobile browsers. Emerging AI agents such as MultiOn enable the automation of tasks in desktop browsers but are not designed for playing video games on mobile devices.[27][28]Applications
Illegitimate Applications
Video game bots are frequently deployed for cheating in multiplayer environments, providing users with unfair advantages that undermine competitive integrity. In first-person shooter (FPS) titles like Call of Duty, aimbots automate targeting by predicting enemy positions and snapping crosshairs with precision beyond human capability, enabling rapid eliminations and dominance in matches.[29] These tools exploit game mechanics to gain kill advantages, often leading to immediate player frustration and reports. Similarly, in MOBAs such as League of Legends, scripting bots execute flawless ability usage and decision-making, allowing low-skill users to perform at professional levels during ranked play or boosting services.[30] Resource farming represents another core illegitimate use, where bots automate repetitive tasks to accumulate in-game valuables for real-money trading (RMT). In World of Warcraft, since its 2004 release, bots have automated gold farming by grinding mobs, gathering resources, and selling outputs on black markets, fueling an underground economy through RMT. This practice disrupts MMORPG economies by oversupplying currency and items, inflating prices for legitimate players; for instance, bot-driven floods have historically devalued rare goods while enabling RMT cartels to launder profits. In RuneScape, bot epidemics during the 2010s saw Jagex ban millions of accounts, with ongoing efforts to combat botting.[31] The social ramifications extend to esports, where bot usage erodes trust and fair play in high-stakes competitions. During Valorant's 2020 launch, widespread cheating reports highlighted bot-assisted aim and wallhacks, prompting Riot to ban thousands and refine Vanguard anti-cheat, though 0.6% of players still faced multiple reports for suspicious activity.[32] In EVE Online, bot cartels operating since 2003 have controlled markets through automated ISK farming and RMT, amassing wealth that influences player-driven economies; for example, in 2020, targeted CCP interventions led to an 80% reduction in bot impact compared to the previous year.[33] Exacerbating matchmaking imbalances and player attrition remains a challenge in popular MOBAs like League of Legends and Dota 2.[34]Legitimate Applications
Video game bots serve legitimate purposes in development and testing by simulating player behaviors to evaluate game mechanics, balance, and performance without relying solely on human testers. Developers use bots to conduct quality assurance (QA) processes, such as stress-testing multiplayer servers under high load conditions. For instance, in Fortnite, Epic Games introduced bots in 2019 to populate lobbies for new players, which also facilitates server load testing by mimicking concurrent user activity.[35] Similarly, Unity's ML-Agents toolkit, released in late 2017, enables developers to prototype AI behaviors within Unity environments, allowing rapid iteration on non-player character (NPC) interactions and gameplay systems during early development stages.[36] In AI research, bots contribute to advancements in machine learning by providing complex environments for training algorithms on strategic decision-making and adaptation. A prominent example is DeepMind's AlphaStar, which achieved Grandmaster level in StarCraft II through multi-agent reinforcement learning, training on millions of self-play games and human replays to study real-time strategy formulation. This approach, detailed in a 2019 Nature publication, outperformed 99.8% of human players and demonstrated scalable learning in imperfect-information settings.[37] Such research milestones highlight bots' role in pushing boundaries of AI capabilities beyond simple automation. Bots also aid players directly through sanctioned features that enhance engagement and skill-building. Offline training modes, like League of Legends' Co-op vs. AI introduced in March 2011, allow users to practice against adjustable-difficulty bots in a low-stakes environment, helping newcomers learn champion abilities and team coordination.[38] In online matchmaking, bots fill incomplete lobbies during off-peak hours to minimize wait times; Apex Legends implemented this in Season 16 (February 2023) for lower-tier public matches, ensuring smoother gameplay while opponents are primarily human.[39] Emerging applications of bots emphasize inclusivity and education. For accessibility, AI-driven bots act as in-game assistants, automating repetitive tasks or providing real-time guidance for players with disabilities, such as mobility impairments, through adaptive controls and narrative support.[40] In education, platforms like CodinGame enable learners to program AI bots for competitive challenges, teaching programming concepts like algorithms and logic via interactive game scenarios.[41] These uses underscore bots' potential to broaden game participation and foster skill development. As of 2025, initiatives like Microsoft's Xbox Accessibility Guidelines continue to integrate AI bots for enhanced support in gaming experiences.[40]Technical Implementation
Input Simulation Techniques
Input simulation techniques enable video game bots to replicate human control inputs, such as keystrokes, mouse movements, and touch gestures, by interfacing directly with the game's input systems. These methods primarily operate at the operating system level or through hardware emulation to send synthetic signals that mimic user interactions, allowing bots to navigate game environments without altering the game's core logic. Common approaches include software-based emulation using platform-specific APIs, which inject keyboard and mouse events into the input stream to control characters or menus in PC games.[42] For keyboard and mouse emulation, developers often leverage APIs like Windows' SendInput function, which serializes input events—such as key presses or cursor movements—into the system's input queue, enabling precise control over game actions like movement or aiming. This technique is widely used in bot development for its low-level access, allowing events to be queued as if generated by physical hardware, though it requires careful handling to ensure compatibility with games using DirectInput for higher performance. Similarly, cross-platform libraries such as PyAutoGUI provide Python-based functions to simulate mouse clicks, drags, and keyboard inputs by calling underlying OS APIs, facilitating automation in desktop games where direct API access is preferred over pixel-based scripting.[42] Advanced input simulation extends to hardware interfaces and network-level manipulations for broader applicability. Hardware solutions, such as Arduino-based devices, emulate USB Human Interface Devices (HID) to simulate controller inputs for console games, where software access is limited; for instance, an Arduino Leonardo can be programmed to output joystick signals that a console interprets as genuine peripheral data. In network-based games, packet injection techniques allow bots to alter client-server communications by crafting and injecting custom packets, bypassing local input simulation entirely to directly influence game state, such as modifying movement commands without rendering the game screen. These methods are particularly effective in multiplayer environments but demand knowledge of protocol structures to avoid disrupting session integrity. A key challenge in input simulation lies in achieving timing precision to replicate human variability, as perfectly uniform inputs can reveal bot activity. Developers address this by randomizing delays and trajectories—such as adding Gaussian noise to mouse paths or jitter to keypress intervals—to simulate natural inconsistencies in human performance, ensuring inputs align with frame rates and latency tolerances in real-time games. For mobile platforms, the Android Debug Bridge (ADB) facilitates touch emulation through commands likeinput tap or sendevent, which simulate finger presses on virtual screens; however, precise timing is crucial here to match device refresh rates and avoid synchronization issues in gesture-heavy games.[43][44]
Several open-source tools support these techniques, tailored to specific game environments. Selenium automates browser-based games by scripting interactions with HTML elements, such as clicking buttons or filling forms, through WebDriver protocols that emulate user actions in rendered pages. For deeper game modifications, Cheat Engine enables memory manipulation to indirectly influence inputs, such as by altering pointer values that control input processing, though this borders on broader hacking rather than pure simulation. These tools often integrate with perception systems to sequence inputs based on game state, enhancing bot autonomy in dynamic scenarios.[45]
