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
Coin flipping by telephone a protocol for solving impossible problems
ACM SIGACT News - A special issue on cryptography
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 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
Towards Designing Secure Online Games
AINA '06 Proceedings of the 20th International Conference on Advanced Information Networking and Applications - Volume 02
Hack-proof synchronization protocol for multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Protecting online games against cheating
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)
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
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
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Peer-to-peer distributed virtual environments (DVE's) distribute state tracking and state transitions. Many DVE's - such as online games - require ways to fairly determine the outcome of probabilistic events. While trivial when a trusted third party is involved, resolving these actions fairly between adversaries without a trusted third party is much more difficult. This paper proposes the Pairwise Random Protocol (PRP), which uses secure coin flipping to enable adversaries to fairly determine the result of a probabilistic event without a trusted third party. Three different variations of PRP are presented, and the time impact and network overhead are examined. We conclude that PRP enables DVE's to distribute the work of determining probabilistic events between adversaries without loss of security or fairness, and with acceptable overhead.