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#1 2016-08-10 20:08:41

Srna
Member
Joined: 2015-02-26
Posts: 220

Detecting a bot

If a bot wants to connect to (example) my level, a warning shows up saying something like: "Username wants to join this world as a bot" (something like that lulz)
The warning shows up with that message and 2 buttons "Yes" or "No", if yes joins if no doesnt join/kick

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#2 2016-08-10 20:44:34

Kira
Guest

Re: Detecting a bot

Utility?

#3 2016-08-10 21:20:53

Srna
Member
Joined: 2015-02-26
Posts: 220

Re: Detecting a bot

Yeah

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#4 2016-08-11 00:22:41

Swarth100
Member
Joined: 2015-07-18
Posts: 305

Re: Detecting a bot

Bots join as normal users in EE (i.e. I join with my same account)

So I don't know how you would detect a Bot PRIOR to it starting chatting and/or sending input from within the world.

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#5 2016-08-11 00:24:24

BuzzerBee
Forum Admin
From: Texas, U.S.A.
Joined: 2015-02-15
Posts: 4,570

Re: Detecting a bot

Spinastar wrote:

Bots join as normal users in EE (i.e. I join with my same account)

So I don't know how you would detect a Bot PRIOR to it starting chatting and/or sending input from within the world.

You could detect the client it's entering from


TdQRyz3.png
https://wiki.everybodyedits.com/images/5/5d/135_bee

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#6 2016-08-11 00:30:43

drunkbnu
Formerly HG
Joined: 2017-08-16
Posts: 2,306

Re: Detecting a bot

On EE CM we use the "botinit" on the server, so users who want to make bots can enjoy of the special features that it supports, like spam limit reduction, and better placement for blocks, just if they use "botinit". If there was some sort of special init added for bots here, with such features so that bot makers are forced to use it, then they would use it. Therefore, this feature would become addable.

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#7 2016-08-11 01:16:24

Priddle
Member
From: The Netherlands
Joined: 2015-02-15
Posts: 453

Re: Detecting a bot

Unfortunately there isn't a solid way of detecting a bot.

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#8 2016-08-11 02:51:54

Xfrogman43
Member
From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: Detecting a bot

The only thing to do is when it connects to a world check if it hits a coin or some other object bots can't collect. I don't think there's any other way.


zsbu6Xm.png thanks zoey aaaaaaaaaaaand thanks latif for the avatar

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#9 2016-08-11 03:29:42, last edited by hummerz5 (2016-08-11 04:44:03)

hummerz5
Member
From: wait I'm not a secret mod huh
Joined: 2015-08-10
Posts: 5,852

Re: Detecting a bot

Xfrogman43 wrote:

The only thing to do is when it connects to a world check if it hits a coin or some other object bots can't collect. I don't think there's any other way.

Indeed. Someone long ago said they had some brilliant method for blocking bots, something that would even trump The Great Rot13. I can't say who I think it was, because I could very well be off.

Someone /else/ has stumbled across a rather clever method, which I can't explain because it's proprietary easy to fix

Ultimately, frog has the best solution. Find a collision-related item like teams or coins and kick anyone who doesn't register the message. By the same token, people could use EEPhysics to circumvent. In that case, you might consider the time-tested method: talk to them. Give them a mini. If they can't satisfy the basic goal of the level (whatever that is), what's the difference?

edit: This is /game/ suggestions.

You could captcha the startup, but of course that doesn't really prevent the bot from joining. You could intensely monitor every sent message to see if it's humanly/client-ly possible. But I don't know of any way that can seamlessly detect a client versus a bot, given that just about everything can be reverse-engineered.

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