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
A statistical approach to cheating countermeasure in P2P MOGs
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Adaptive run-time performance optimization through scalable client request rate control
Proceedings of the 2nd ACM/SPEC International Conference on Performance engineering
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Assuming time-stamp servers that we can trust exist everywhere in the Internet, we propose a cheat-proof protocol for real-time gaming that has the minimum latency. The assumptions are: 1) Time-stamp servers are available near each player that issue serially numbered time stamps. 2) There is no communication break down between the player and the nearest time-stamp server. By this protocol, each player sends its own action to the other player and also sends its hash to the nearest time-stamp server. The time-stamp server sends back to the player the signed hash with time and a serial number involved. The signature is an undeniable evidence of the action. The actions are checked if they are compatible with the hashes and the signed hashes are checked if they have the correct time and if the serial numbers are contiguous. This verification can be done as a batch after the game is finished. The latency in this protocol is only the packet traveling time from a player to another.