Experimenting with fast private set intersection
TRUST'12 Proceedings of the 5th international conference on Trust and Trustworthy Computing
Tappan Zee (north) bridge: mining memory accesses for introspection
Proceedings of the 2013 ACM SIGSAC conference on Computer & communications security
When private set intersection meets big data: an efficient and scalable protocol
Proceedings of the 2013 ACM SIGSAC conference on Computer & communications security
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We present a generic tool, Kartograph, that lifts the fog of war in online real-time strategy games by snooping on the memory used by the game. Kartograph is passive and cannot be detected remotely. Motivated by these passive attacks, we present secure protocols for distributing game state among players so that each client only has data it is allowed to see. Our system, Open Conflict, runs real-time games with distributed state. To support our claim that Open Conflict is sufficiently fast for real-time strategy games, we show the results of an extensive study of 1000 replays of Star craft II games between expert players. At the peak of a typical game, Open Conflict needs only 22 milliseconds on one CPU core each time state is synchronized.