An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
The Eigentrust algorithm for reputation management in P2P networks
WWW '03 Proceedings of the 12th international conference on World Wide Web
A cheat controlled protocol for centralized online multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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
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
Preventing bots from playing online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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
A peer-to-peer simulation technique for instanced massively multiplayer games
DS-RT '06 Proceedings of the 10th IEEE international symposium on Distributed Simulation and Real-Time Applications
A Novel Approach to the Detection of Cheating in Multiplayer Online Games
ICECCS '07 Proceedings of the 12th IEEE International Conference on Engineering Complex Computer Systems
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
A Cheating Detection Mechanism based on Fuzzy Reputation Management of P2P MMOGs
SNPD '07 Proceedings of the Eighth ACIS International Conference on Software Engineering, Artificial Intelligence, Networking, and Parallel/Distributed Computing - Volume 02
A trust based approach for protecting user data in social networks
CASCON '07 Proceedings of the 2007 conference of the center for advanced studies on Collaborative research
Is a bot at the controls?: Detecting input data attacks
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A long-term study of a popular MMORPG
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Time-stamp service makes real-time gaming cheat-free
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Server-side verification of client behavior in online games
ACM Transactions on Information and System Security (TISSEC)
Decentralized polling with respectable participants
Journal of Parallel and Distributed Computing
Enforcing game rules in untrusted P2P-based MMVEs
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Towards a scalable refereeing system for online gaming
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Although much of the research into massively multiplayer online games (MMOGs) focuses on scalability concerns, other issues such as the existence of cheating have an equally large practical impact on game success. Cheat prevention itself is usually addressed through the use of proprietary, ad-hoc or manual methods, combined with a strong centralized authority as found in a straightforward client/server network model. To improve scalability, however, the use of more extensible, yet less secure, peer-to-peer (P2P) models has become an attractive game design option. Here we present the IRS hybrid game model that efficiently incorporates a centralized authority into a P2P setting for purposes of controlling and eliminating game cheaters. Analysis of our design shows that with any reasonable parametrization malicious clients are purged extremely quickly and with minimal impact on non-cheating clients, while still ensuring continued benefit and scalability from distributed computations. Cheating has a serious impact on the viability of multiplayer games, and our results illustrate the possibility of a system in which scalability and security coexist.