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Is it possible to launch adversarial attacks in online video games?

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dc.contributor.author Mehmood, Khizer
dc.date.accessioned 2023-08-30T11:09:02Z
dc.date.available 2023-08-30T11:09:02Z
dc.date.issued 2022
dc.identifier.other 329021
dc.identifier.uri http://10.250.8.41:8080/xmlui/handle/123456789/37943
dc.description Supervisor: Dr. Wajahat Hussain en_US
dc.description.abstract The video game industry is very popular nowadays. According to a study, the approx imate worth of this industry is $159.3 billion with 2.7 billion gamers worldwide. As video games are very popular and easily accessible, they can be used as a tool for pri vate communication to avoid online censorship. In the paper "A First look at Private Communications in Video Games using Visual features" published by Wajid et al. it is shown how one can use video games for secret communication and private messaging. There are mainly two limitations in this paper. Firstly, the messages crafted in games can be detected and read by anyone using manual human supervision. Secondly, if a large dataset can be gathered, one can train a neural network and automatically detect these messages crafted in games.In the proposed idea of this project, the results of the above-mentioned paper were to improve by solving these two issues. As in video games, one is allowed to make fine changes in cyberspace, using this property of video games adversarial examples can be easily generated in this cyberspace and automatic detection methods can be fooled. Also if messages are divided into different shares using cryp tography and then these cryptographic shares can be implemented in-game then even with manual human supervision one cannot detect the messages. So, by using these techniques the results are successfully improved in this thesis work. en_US
dc.language.iso en_US en_US
dc.publisher School of Electrical Engineering and Computer Science (SEECS), NUST en_US
dc.title Is it possible to launch adversarial attacks in online video games? en_US
dc.type Thesis en_US


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