Communications of the ACM
IPTPS '01 Revised Papers from the First International Workshop on Peer-to-Peer Systems
A cheat controlled protocol for centralized online multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
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
FreeRank: implementing independent ranking service for multiplayer online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
A survey of trust and reputation systems for online service provision
Decision Support Systems
Protecting online games against cheating
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Exploiting Online Games: Cheating Massively Distributed Systems (Addison-Wesley Software Security Series)
Combating web spam with trustrank
VLDB '04 Proceedings of the Thirtieth international conference on Very large data bases - Volume 30
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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
Distributed dynamic protection of services on ad hoc and peer to peer networks
IPOM'07 Proceedings of the 7th IEEE international conference on IP operations and management
PlayerRating: a reputation system for multiplayer online games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
A social-cognitive approach to online game cheating
Computers in Human Behavior
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In this paper, we propose an approach that uses in-game reputation as a solution to the problem of cheating in massively multiplayer online games. What constitutes cheating is however quite context-specific and subjective, and there is no universal view. Thus our approach aims to adjust to the particular forms of cheating to which players object rather than deciding a priori which forms of cheating should be controlled. The main feature of our approach is an architecture and model for maintaining player-based and context-appropriate trust and reputation measures, with the integration of these into the game's ranking system. When an avatar loses reputation, our approach intervenes to reduce its ranking. It is envisaged that players will come to attach value to reputation in its own right. We also present the results of relatively large-scale simulations of various scenarios involving sequences of encounters between players, with an initial implementation of our reputation and ranking model in place, to observe the impact on cheaters (and non-cheaters).