DOI
stands for Digital Object Identifier
(
D
igital
O
bject
I
dentifier
)
,
and is the unique identifier for objects on the internet. It can be used to create persistent link and to cite articles.
Using DOI as a persistent link
To create a persistent link, add「http://dx.doi.org/」
「
http://dx.doi.org/
」
before a DOI.
For instance, if the DOI of an article is
10.5297/ser.1201.002
, you can link persistently to the article by entering the following link in your browser:
http://dx.doi.org/
10.5297/ser.1201.002
。
The DOI link will always direct you to the most updated article page no matter how the publisher changes the document's position, avoiding errors when engaging in important research.
Cite a document with DOI
When citing references, you should also cite the DOI if the article has one. If your citation guideline does not include DOIs, you may cite the DOI link.
DOIs allow accurate citations, improve academic contents connections, and allow users to gain better experience across different platforms. Currently, there are more than 70 million DOIs registered for academic contents. If you want to understand more about DOI, please visit airiti DOI Registration ( doi.airiti.com ) 。
On Statistical Approaches to Online Game Bot Detection
廖宜財 , Masters Advisor:朱浩華 Co-advisor :陳昇瑋
英文
DOI:
10.6342/NTU.2009.00746
欺詐行為偵測 ; 線上遊戲 ; 安全性 ; 分類 ; 玩家行為 ; Cheating Detection ; Online Games ; Security ; Supervised Classification ; User Behavior


- [1] Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei. Game traffic analysis: An MMORPG perspective. Computer Networks, 50(16):3002-3023, 2006.
連結: - [3] Kuan-Ta Chen, Andrew Liao, Hsing-Kuo Kenneth Pao, and Hao-Hua Chu. Game bot detection based on avatar trajetory. In Proceedings of IFIP ICEC 2008, 2008.
連結: - [4] Kuan-Ta Chen, Hsing-Kuo Kenneth Pao, and Hong-Chung Chang. Game bot identification based on manifold learning. In Proceedings of ACM NetGames 2008, 2008.
連結: - [7] Philippe Golle and Nicolas Ducheneaut. Preventing bots from playing online games. Computers in Entertainment, 3(3):3-3, 2005.
連結: - [14] Thomas P. Novak, Donna L. Hoffman, and Adam Duhachek. The influence of goal-directed and experiential activities on online flow experiences. Journal of Consumer Psychology, 13(1):3-16, 2003.
連結: