Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Security Design in Online Games
ACSAC '03 Proceedings of the 19th Annual Computer Security Applications Conference
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Analysis of state exposure control to prevent cheating in online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Is runtime verification applicable to cheat detection?
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A cheat controlled protocol for centralized online multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A Secure Event Agreement (SEA) protocol for peer-to-peer games
ARES '06 Proceedings of the First International Conference on Availability, Reliability and Security
Challenges in peer-to-peer gaming
ACM SIGCOMM Computer Communication Review
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Characterizing unstructured overlay topologies in modern P2P file-sharing systems
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Human-Currency Interaction: learning from virtual currency use in China
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Probabilistic event resolution with the pairwise random protocol
Proceedings of the 18th international workshop on Network and operating systems support for digital audio and video
Battle of Botcraft: fighting bots in online games with human observational proofs
Proceedings of the 16th ACM conference on Computer and communications security
A statistical approach to cheating countermeasure in P2P MOGs
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
GameGuard: a windows-based software architecture for protecting online games against hackers
Proceedings of the 2010 Symposium on Information and Communication Technology
Cheat detection processing: a GPU versus CPU comparison
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Artificial neural network for bot detection system in MMOGs
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Enforcing game rules in untrusted P2P-based MMVEs
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
SpotCheck: an efficient defense against information exposure cheats
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Survey and research direction on online game security
Proceedings of the Workshop at SIGGRAPH Asia
Towards providing security for mobile games
Proceedings of the eighth ACM international workshop on Mobility in the evolving internet architecture
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
A social-cognitive approach to online game cheating
Computers in Human Behavior
Hi-index | 0.00 |
The increasing popularity of Massively Multiplayer Online Games (MMOG) -- games involving thousands of players participating simultaneously in a single virtual world - has highlighted the scalability bottlenecks present in centralised Client/Server (C/S) architectures. Researchers are proposing Peer-to-Peer (P2P) architectures as a scalable alternative to C/S; however, P2P is more vulnerable to cheating as it decentralises the game state and logic to un-trusted peer machines, rather than using trusted centralised servers. Cheating is a major concern for online games, as a minority of cheaters can potentially ruin the game for all players. In this paper we present a review and classification of known cheats, and provide real-world examples where possible. Further, we discuss counter measures used by C/S architectures to prevent cheating. Finally, we discuss several P2P architectures designed to prevent cheating, highlighting their strengths and weaknesses.