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Plagiarism detection in game-playing software

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Plagiarism detection

in game-playing software

Paolo Ciancarini Gian Piero Favini

University of Bologna, Italy

4th ACM Int. Conf. on the Foundations of Digital Games Florida, USA, April 2009

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The problem

• Handling the issue of plagiarism in

computer game tournaments and other agonistic events – for example, a Chess tournament for computers.

• Plagiarism accusations arise quite

frequently during or after tournaments.

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Motivations

• Ethical reasons: plagiarism is cheating

• Legal reasons: plagiarism may break intellectual property or copyright laws

• Organizational reasons: plagiarism

accusations create public controversy and disrupt the normal schedule of the event

• Marketing reasons: these tournaments and the titles they award are a big factor in

determining the popularity and commercial success of a playing program

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Issues to consider

• Basing accusations on output alone may generate false positives and negatives (all programs are playing the same game).

• Manual verification of cloning for all pairs of participating programs is unfeasible

• Organizers want to maintain an atmosphere of friendliness and trust – no witch hunts.

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How it usually works for Chess

• Similarities are found by running popular

programs on the same positions.

• The incriminated

program’s competitors are often the ones

running these tests.

• If similarities are found, the program is reported and somehow a

decision is made.

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Our approach (1)

• A possible answer

involves using a suite of plagiarism detection

tools generally applied to academic settings (students copying their assignments)

• This automatic code analysis is the first filter

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• Programs enter a “pool” consisting of all

participants plus a set of “originals” (e.g. open source programs).

• All program pairs are tested automatically.

• Automatic analysis has two thresholds: red and yellow.

• Red calls for immediate human examination and usually results in disqualification.

• Yellow marks a pair of programs as similar (unknown to operator/s); their outputs will be compared by the staff

Our approach (2)

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Notes

• Automatic analysis should be quantitative (e.g.

amount of similar lines of code, tokens, etc.)

• It should be very accurate for “red zone” programs - no false positives.

• It should help a human expert to evaluate “yellow zone” programs.

• Implemented as a modified version of the SIM

plagiarism detection tool www.cs.vu.nl/~dick/sim.html

• Changes are geared towards game software - for example, stripping arrays from chess programs (all chess programs use big arrays).

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Evaluation

• “Red zone” programs have 40% similar tokens (programming language words).

• “Yellow zone” programs have 10% similar tokens.

• The SIM sw helps a judge to evaluate the yellow zone programs by providing a series of potentially similar areas. The judge only has to determine

whether the sections are actually similar and establish where and how obviously.

• Our system computes a similarity score based on the size, location, and severity of similar

sections.

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Similarity score

• Assign categories to similar sections - not all similarities are equally significant.

• Multiple certainty levels, from “suspicion” to

“certainty” of similarity.

• Each category has a weight.

• Categories: Rules, Search, Evaluation, I/O

• Specific games (e.g. Chess) can define subcategories (such as “opening books”).

• Compare score to threshold, and disqualify if score is higher.

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