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The Transactions P of
the Korean Institute of Electrical Engineers
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2021-06
(Vol.70P No.02)
10.5370/KIEEP.2021.70.2.108
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REF
References
1
Tom Wijman, 2020.05.08, The World’s 2.7 Billion Gamers Will Spend $159.3 Billion on Games in 2020; The Marjet Will Surpass $200 Billon by 2023, Newzoo
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The Korea Creative Content Agency, 2019.08.01, 2019 Game User Status Survey, https://www.kocca.kr/cop/bbs/view/B0000147/1840157.do?menuNo=201825#
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Eun Jo Lee, Sung Wook Kang, Aug 2017, MMORPG bot detection technique using character name, KOREA INSTITUTE OF INFORMATION SECURITY & CRYPTOLOGY, Vol. 27, No. 4
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G. I. Webb, J. Boughton, Z. Wang, 2005, Not So Naive Bayes: Aggregating One-Dependence Estimators, Machine Learning, Vol. 58, No. 1, pp. 5-24
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Yong Goo Kang, Huy Kang Kim, Oct 2018, Game Bot Detection Based on Action Time Interval, Korea Institute Of Information Security And Cryptology, Vol. , No. , pp. 1153-1160
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Juyoung Kim, Hunjoo Lee, 201412, Gamebot Detecting Rule Verification and Gamebot Detection using Online Game Log Data, The Korean Institute of Information Scientists and Engineers, pp. 835-837
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Subong Choi, Youngki Chung, Donghoon Lee, Jongsub Moon, Sep 2020, An Analysis Techniques for Detecting Game Bot using a Deep Learning Model, THE JOURNAL OF KOREAN INSTITUTE OF NEXT GENERATION COM- PUTING, Vol. 16, No. 3
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L. Breiman, 2001, Random Forests, Machine Learning 45, pp. 5-32
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T. Chen, C. Guestrin, 2016, XGBoost: A Scalable Tree Boosting System, In Proceedings of the 22nd ACM SIGKDD International Conference on Knowledge Discovery and Data Mining, pp. 785-794