On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
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
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
A Secure Event Agreement (SEA) protocol for peer-to-peer games
ARES '06 Proceedings of the First International Conference on Availability, Reliability and Security
A Trajectory-Preserving Synchronization Method for Collaborative Visualization
IEEE Transactions on Visualization and Computer Graphics
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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Synchronization protocols based on "dead-reckoning" are vulnerable to a popular type of cheat called speed-hack. A speed-hack helps a cheater to gain unfair advantages by essentially speeding up the actions of the avatar controlled by the cheater, so that the cheater can move, explore and gather items faster than honest players. This paper presents a novel version of a dead-reckoning protocol that is invulnerable to speed-hacks. Existing games based on dead-reckoning can easily be modified to use this hack-proof dead-reckoning protocol and how the protocol works on both client-server architecture and peer-to-peer (P2P) architecture will be demonstrated in this paper.