Time-stamp service makes real-time gaming cheat-free

  • Authors:
  • Shunsuke Mogaki;Masaru Kamada;Tatsuhiro Yonekura;Shusuke Okamoto;Yasuhiro Ohtaki;Mamun Bin Ibne Reaz

  • Affiliations:
  • Ibaraki University, Nakanarusawa, Hitachi, Ibaraki, Japan;Ibaraki University, Nakanarusawa, Hitachi, Ibaraki, Japan;Ibaraki University, Nakanarusawa, Hitachi, Ibaraki, Japan;Seikei University, Musashino, Tokyo, Japan;Ibaraki University, Nakanarusawa, Hitachi, Ibaraki, Japan;International Islamic University, Malaysia, Jalan Gombak, Kuala Lumpur, Malaysia

  • Venue:
  • Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2007

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Abstract

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.