SeaTyrants — Anti-bot AI
Real-time bot detection via ONNX Runtime
An AI that exposes bots before they rot the game.
The client need
Context
The SeaTyrants MMORPG is exposed to automated behaviours that degrade the experience of legitimate players.
Problem
Classic heuristics fall short against increasingly sophisticated bots.
Goal
Detect bot behaviours in real time from gameplay signals, without penalising honest players.
What’s at stake
Protect the game's economy and fairness
Hold real-time performance on the server side
Limit false positives on legitimate players
The proposed solution
What was built
An ONNX Runtime integration in C/C++ that loads trained models and evaluates them on gameplay signals.
Why this choice
ONNX Runtime allows ML inference directly on the server side, natively, with minimal latency.
How it answers the need
Offline training pipeline, ONNX export, C/C++ inference plugged into the server-side gameplay flows.
Key features
Server-side ML inference in C/C++
Real-time detection on gameplay flows
Confidence score per player
Models retrained and redeployed without touching the binary
Continuous improvement loop
Results
Server-side bot detection without degrading the experience
Inference latency compatible with a real-time MMORPG
Ability to iterate on models independently from the game
Tech stack
Technical choices used on this project.
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