Protecting Software Code by Guards
DRM '01 Revised Papers from the ACM CCS-8 Workshop on Security and Privacy in Digital Rights Management
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
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
Protecting online games against cheating
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Exploiting online games: cheating massively distributed systems
Exploiting online games: cheating massively distributed systems
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We propose a software architecture and an implementation framework for protecting Windows-based online games against hackers. Our network model is between 3 parties, the game producer, the game distributor and the game player (client), where we aim to support the distributor to fight against cheater clients with minimum cooperation from the game producer. Our protection system is centered on our specifically designed module, GameGuard, which accomplishes the main protection duties while simultaneously, interacts with the GameClient program so that if a serious hack attempt is detected, both will terminate. Our two layers of protection, in hiding game modules and detecting hacks, integrated with the mechanism of auto-updating/reporting with the distributor server provide a general, powerful yet flexible approach in building hack protection products. We support the game distributors with a general protection framework which is not dependent of specific games and also only need minimum cooperation from the distant game producers. Our approach is powerful enough that we would defeat most kinds of attacks which are based on hooking Windows APIs, including ones from memory, graphic or hardware attack categories. Our GameGuard system is also robust against attacks directed at the protection modules: we achieve authenticity of our protection modules based on the authenticity of the GameClient assured by the producer. Based on our framework, we have implemented a hack protection system which is being extensively experimented at VTC, the Vietnam Multimedia Corporation, with very encouraging results.