The Department of Defense High Level Architecture
Proceedings of the 29th conference on Winter simulation
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
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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
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
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
DIMES: let the internet measure itself
ACM SIGCOMM Computer Communication Review
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 distributed event delivery method with load balancing for MMORPG
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
On the accuracy of embeddings for internet coordinate systems
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
ACM Transactions on Modeling and Computer Simulation (TOMACS)
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
Optimistic load balancing in a distributed virtual environment
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
The PingER project: active Internet performance monitoring for the HENP community
IEEE Communications Magazine
Cheat detection and prevention in P2P MOGs
Proceedings of the 10th 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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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 minimized (maximizing 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 maximize responsiveness and fairness. The trade-off between responsiveness and fairness is adjustable for both algorithms. Simulations of three different scenarios show the effectiveness of our algorithms.