Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
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
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
Challenges in peer-to-peer gaming
ACM SIGCOMM Computer Communication Review
Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Cheat detection for MMORPG on P2P environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
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
Time-stamp service makes real-time gaming cheat-free
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
The Brave New World of Multiplayer Online Games: Synchronization Issues with Smart Solutions
ISORC '08 Proceedings of the 2008 11th IEEE Symposium on Object Oriented Real-Time Distributed Computing
AC/DC: an algorithm for cheating detection by cheating
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Research note: Source models of network game traffic
Computer Communications
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Detecting cheaters in peer-to-peer Multiplayer On-line Games (MOGs) may be more effective than avoiding the cheats. This is particularly true for fast paced, real-time MOGs, since the classic approaches to prevent time cheats usually complicate the communication protocols among peers. This results in a loss of responsiveness among players during the game session. We present a cheating detection scheme, named AC/DC (Algorithm for Cheating Detection by Cheating), that faces a specific time cheat, i.e., the look-ahead cheat. The idea is that of exploiting a counterattack approach to determine if the suspected node waits for messages coming from other peers before generating its cheated events. During the counterattack, the controlling node delays the transmission of newly generated events to the suspected node. This allows to determine if the suspected node waits for these events before generating its own ones. In this paper, a novel version of the AC/DC approach is presented which exploits a control scheme that measures the statistical correlation between the additional delay employed by the controlling peer and the network latencies from the controlled peer. Simulation results confirm the viability of the approach.