Linearizability: a correctness condition for concurrent objects
ACM Transactions on Programming Languages and Systems (TOPLAS)
Implementing fault-tolerant services using the state machine approach: a tutorial
ACM Computing Surveys (CSUR)
Sequential consistency versus linearizability
ACM Transactions on Computer Systems (TOCS)
Distributed systems (2nd Ed.)
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Distributed Systems: Principles and Paradigms
Distributed Systems: Principles and Paradigms
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
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
FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A unified theory of shared memory consistency
Journal of the ACM (JACM)
Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
On the effects of loose causal consistency in mobile multiplayer games
NetGames '05 Proceedings of 4th 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 distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Peer clustering: a hybrid approach to distributed virtual environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Protecting online games against cheating
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
How to Make a Multiprocessor Computer That Correctly Executes Multiprocess Programs
IEEE Transactions on Computers
Evaluating dead reckoning variations with a multi-player game simulator
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
AC/DC: an algorithm for cheating detection by cheating
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
Enforcing game rules in untrusted P2P-based MMVEs
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
NSS'12 Proceedings of the 6th international conference on Network and System Security
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Since the huge success of online games and especially that of so called Massively Multiplayer Online Games (MMOGs), the prevention of cheating has been a primary concern of game providers. This is also the main reason why Peer-to-Peer (P2P) architectures are not widely used in this area, although they could offer significant cost savings. Letting player nodes handle game-relevant logic or data means giving away control and opening up additional possibilities for cheaters. In this paper we present a P2P architecture which provides countermeasures against cheats that are inherent to these systems.