The Accuracy of the Clock Synchronization Achieved by TEMPO in Berkeley UNIX 4.3BSD
IEEE Transactions on Software Engineering
The Timed Asynchronous Distributed System Model
IEEE Transactions on Parallel and Distributed Systems
Creating computer simulation systems: an introduction to the high level architecture
Creating computer simulation systems: an introduction to the high level architecture
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Parallel and Distribution Simulation Systems
Parallel and Distribution Simulation Systems
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
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
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 Fair Synchronization Protocol with Cheat Proofing for Decentralized Online Multiplayer Games
NCA '04 Proceedings of the Network Computing and Applications, Third IEEE International Symposium
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
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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
Algorithms and Networking for Computer
Algorithms and Networking for Computer
Networking and Online Games
Low-cost clock synchronization
Distributed Computing
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
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
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
International Journal of Computers and Applications
Using latency quantiles to engineer QoS guarantees for web services
IWQoS'03 Proceedings of the 11th international conference on Quality of service
Adaptive playout scheduling and loss concealment for voice communication over IP networks
IEEE Transactions on Multimedia
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures
IEEE Transactions on Multimedia
Research note: Source models of network game traffic
Computer Communications
The use of network delay estimation for multimedia data retrieval
IEEE Journal on Selected Areas in Communications
A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks
Proceedings of the second international conference on Distributed event-based systems
A statistical approach to cheating countermeasure in P2P MOGs
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Ensuring fair coexistence of multimedia applications in a wireless home
WD'09 Proceedings of the 2nd IFIP conference on Wireless days
Framework for security in online video games
Proceedings of the 48th Annual Southeast Regional Conference
Mobile online gaming via resource sharing
Proceedings of the 5th International ICST Conference on Simulation Tools and Techniques
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Cheating is a key issue in online games. Whatever the rules that govern a game, some players will always be tempted to break or elude these rules so as to gain an unfair advantage over other players. Mitigation schemes are thus needed in online gaming platforms. However, it is widely recognized that typical cheating prevention schemes introduce complications and overheads in the distributed game system, which may seriously jeopardize the online gaming experience. It turns out that, often, detecting the cheaters, instead of preventing the cheats, could represent a viable solution, especially for time cheats. We present a general framework able to model game time advancements in P2P online games. Based on this framework, time cheat detection schemes can be easily devised, which monitor the communication patterns among peers and do not affect the performances of the game system. To provide evidence of our claim, we present in this paper two different time cheats, namely fast rate cheat and look-ahead cheat, and discuss on practicable methods to detect them. Simulation results confirm the viability of the proposed approach.