beezdul 56 Share Posted June 30, 2019 Video This is a small project I'm working on where I use a neural network to create mouse movements. In theory, the movements themselves should be completely undetectable (and the results are pretty impressive and look almost exactly like my real movements). Currently I've trained it on about 4000 clicks from my own data. How it works: The network is a 3 layer fully connected network. The input is 6 float values (random value 0.000-0.001,last start delta X,last start delta Y,current delta X,current delta Y,1.0) The network has a 1000 neuron layer connected to a 400 neuron layer (trained with 50% dropout), and the activation function is leaky relu (tf.nn.leaky_relu). The outputs are 456 values, each ranging from -1 to 1. The output is grouped into 152 sets of 3, being the delta x, delta y, and either 1 or -1 (-1 signals that the movement is complete). The deltas are an amount from the end position, divided by 1000. (So if the destination is at 1000,500 and our mouse is at 0,0, then the delta is 1.0,0.5). The delta will always decrease to 0,0 as that is the pixel we're moving to. It's easier for the network to learn to decay to 0,0 from a starting delta, than to go from 0,0 to an end point. Now there's still a bit of jerkiness on the first position, most likely due to not enough data, so I also apply a small amount of smoothing to the points to reduce it. I'm using tensorflow (python) for the network. Gathering data: I made a simple program that records all mouse movements. When the square is clicked, it uses the destination as the end point, and then re-creates the nice delta data from there, then resets and moves the square to another random position. The reason why the square is so large is because it leads to more fluid and free mouse movements. Plans: Once I get things smoothed out I'll try to implement it in some of my private scripts, and then open-source it. I'm also currently testing how it affects ban rates on brand new F2P bots, compared to a control set. IzDizen, falloutr, z10n and 4 others 5 2 Link to comment Share on other sites More sharing options...
Lem0nz 33 Share Posted June 30, 2019 Neat af, looking for further updates Link to comment Share on other sites More sharing options...
yeeter 490 Share Posted June 30, 2019 What is the performance hit on implementing something such as this tho? Link to comment Share on other sites More sharing options...
beezdul 56 Author Share Posted June 30, 2019 (edited) On 6/30/2019 at 12:37 PM, yeeter01 said: What is the performance hit on implementing something such as this tho? Pretty much 0 Edit: Tested to be around 0.5-1ms per path generated. Edited July 2, 2019 by beezdul Link to comment Share on other sites More sharing options...
Mimzy 0 Share Posted November 11, 2019 Hey, I have a few questions regarding this if you have a few minutes to spare. I sent you a friend request on discord (Edaredan). Link to comment Share on other sites More sharing options...
beezdul 56 Author Share Posted November 12, 2019 6 hours ago, Mimzy said: Hey, I have a few questions regarding this if you have a few minutes to spare. I sent you a friend request on discord (Edaredan). I just added you on discord. Link to comment Share on other sites More sharing options...
yolomonsters 0 Share Posted November 23, 2019 Hi I have added you on discord as well. I'm in the beginning stages of using a NN to generate human mouse movements. Eventually I want to get use GANS to add variation to it. Link to comment Share on other sites More sharing options...
noparis 2 Share Posted March 25, 2020 Hi, this sounds great! Do you already have a GitHub where we could look at it? lagoco8420 and IzDizen 2 Link to comment Share on other sites More sharing options...
m4rr3co 67 Share Posted May 20, 2020 On 6/29/2019 at 10:31 PM, beezdul said: Video This is a small project I'm working on where I use a neural network to create mouse movements. In theory, the movements themselves should be completely undetectable (and the results are pretty impressive and look almost exactly like my real movements). Currently I've trained it on about 4000 clicks from my own data. How it works: The network is a 3 layer fully connected network. The input is 6 float values (random value 0.000-0.001,last start delta X,last start delta Y,current delta X,current delta Y,1.0) The network has a 1000 neuron layer connected to a 400 neuron layer (trained with 50% dropout), and the activation function is leaky relu (tf.nn.leaky_relu). The outputs are 456 values, each ranging from -1 to 1. The output is grouped into 152 sets of 3, being the delta x, delta y, and either 1 or -1 (-1 signals that the movement is complete). The deltas are an amount from the end position, divided by 1000. (So if the destination is at 1000,500 and our mouse is at 0,0, then the delta is 1.0,0.5). The delta will always decrease to 0,0 as that is the pixel we're moving to. It's easier for the network to learn to decay to 0,0 from a starting delta, than to go from 0,0 to an end point. Now there's still a bit of jerkiness on the first position, most likely due to not enough data, so I also apply a small amount of smoothing to the points to reduce it. I'm using tensorflow (python) for the network. Gathering data: I made a simple program that records all mouse movements. When the square is clicked, it uses the destination as the end point, and then re-creates the nice delta data from there, then resets and moves the square to another random position. The reason why the square is so large is because it leads to more fluid and free mouse movements. Plans: Once I get things smoothed out I'll try to implement it in some of my private scripts, and then open-source it. I'm also currently testing how it affects ban rates on brand new F2P bots, compared to a control set. is this still happening? lmk if i can help or continue from where you stopped. Link to comment Share on other sites More sharing options...
fluffy 2 Share Posted May 20, 2020 great post, video looks super cool . Link to comment Share on other sites More sharing options...
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