Password authentication with insecure communication
Communications of the ACM
Security Design in Online Games
ACSAC '03 Proceedings of the 19th Annual Computer Security Applications Conference
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
A Fair Dynamical Game over Networks
CW '04 Proceedings of the 2004 International Conference on Cyberworlds
Using n-trees for scalable event ordering in peer-to-peer games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A Network Game Based on Fair Random Numbers
IEICE - Transactions on Information and Systems
A Secure Event Agreement (SEA) protocol for peer-to-peer games
ARES '06 Proceedings of the First International Conference on Availability, Reliability and Security
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Providing full awareness to distributed virtual environments based on peer-to-peer architectures
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
On the security enhancement of an efficient and secure event signature protocol for p2p MMOGs
ICCSA'10 Proceedings of the 2010 international conference on Computational Science and Its Applications - Volume Part I
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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In recent years, massively multiplayer online games (MMOGs) have become very popular by providing more entertainment and sociability than single-player games. In order to prevent cheaters to gain unfair advantages in peer-to-peer (P2P)-based MMOGs, several cheat-proof schemes have been proposed by using digital signatures. However, digital signatures generally require a large amount of computations and thus may not be practical for interactive real-time applications such as games. Based on the concept of one-time signature, we propose an efficient and secure event signature (EASES) protocol to efficiently sign discrete event messages with hash-chain keys. As most messages need only two hash operations to achieve non-repudiation and event commitment, usage of digital signatures is greatly reduced. We also describe a dynamic version of EASES that does not require the pre-production of hash-chain keys to reduce key preparation time and memory usage at the expense of a slight delay of message commitment. As shown by both analysis and experiments, the computation, memory, and bandwidth footprints of EASES are low, making it readily applicable to P2P-based MMOGs.