Depth-first iterative-deepening: an optimal admissible tree search
Artificial Intelligence
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
Is a bot at the controls?: Detecting input data attacks
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Dynamic clustering in delaunay-based P2P networked virtual environments
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A survey of proposals for an alternative group communication service
IEEE Network: The Magazine of Global Internetworking
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Hi-index | 0.01 |
In this paper, we introduce a cheat-free path discovering process for peer-to-peer online games. The algorithm finds the requested path through the active participation of the users, but cheating is detected through a controller. The controller recalculates a path segment when two peers disagree in terms of cost, and identifies the cheater using the trust profile. This eventually lowers the computational cost. There is no false positive while identifying a cheater as the recalculation is performed by the controller.