Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Some findings on the network performance of broadband hosts
Proceedings of the 3rd ACM SIGCOMM conference on Internet measurement
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Vivaldi: a decentralized network coordinate system
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Fairness in dead-reckoning based distributed multi-player games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A Secure Event Agreement (SEA) protocol for peer-to-peer games
ARES '06 Proceedings of the First International Conference on Availability, Reliability and Security
Greedy Algorithms for Client Assignment in Large-Scale Distributed Virtual Environments
Proceedings of the 20th Workshop on Principles of Advanced and Distributed Simulation
Network game design: hints and implications of player interaction
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A Secure Group Agreement (SGA) Protocol for Peer-to-Peer Applications
AINAW '07 Proceedings of the 21st International Conference on Advanced Information Networking and Applications Workshops - Volume 01
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
The PingER project: active Internet performance monitoring for the HENP community
IEEE Communications Magazine
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Application performance metrics for evaluating delay estimation schemes
APCC'09 Proceedings of the 15th Asia-Pacific conference on Communications
Measuring Information Exposure Attacks on Interest Management
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
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Peer-to-peer (P2P) architectures for Massively Multiplayer Online Games (MMOG) provide better scalability than Client/Server (C/S); however, they increase the possibility of cheating. Recently proposed P2P protocols use trusted referees that simulate/validate the game to provide security equivalent to C/S. When selecting referees from un-trusted peers, selecting non-colluding referees becomes critical. Further, referees should be selected such that the range and length of delays to players is minimised (maximising game fairness and responsiveness). In this paper we formally define the referee selection problem and propose two secure referee selection algorithms, SRS-1 and SRS-2, to solve it. Both algorithms ensure the probability of corrupt referees controlling a zone/region is below a pre-defined limit, while attempting to maximise responsiveness and fairness. The trade-off between responsiveness and fairness is adjustable for both algorithms. Simulations show the effectiveness of our algorithms in two different scenarios.