The design and implementation of a log-structured file system
ACM Transactions on Computer Systems (TOCS)
Detecting Manipulated Remote Call Streams
Proceedings of the 11th USENIX Security Symposium
Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Is runtime verification applicable to cheat detection?
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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
Towards Automatic Generation of Vulnerability-Based Signatures
SP '06 Proceedings of the 2006 IEEE Symposium on Security and Privacy
Automatically Generating Malicious Disks using Symbolic Execution
SP '06 Proceedings of the 2006 IEEE Symposium on Security and Privacy
Identifying MMORPG bots: a traffic analysis approach
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
EXE: automatically generating inputs of death
Proceedings of the 13th ACM conference on Computer and communications security
Cheat detection for MMORPG on P2P environments
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
Automating mimicry attacks using static binary analysis
SSYM'05 Proceedings of the 14th conference on USENIX Security Symposium - Volume 14
Enforcing Semantic Integrity on Untrusted Clients in Networked Virtual Environments
SP '07 Proceedings of the 2007 IEEE Symposium on Security and Privacy
Creating Vulnerability Signatures Using Weakest Preconditions
CSF '07 Proceedings of the 20th IEEE Computer Security Foundations Symposium
Secure web applications via automatic partitioning
Proceedings of twenty-first ACM SIGOPS symposium on Operating systems principles
Embedded noninteractive continuous bot detection
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Is a bot at the controls?: Detecting input data attacks
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Exploiting online games: cheating massively distributed systems
Exploiting online games: cheating massively distributed systems
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Stealth measurements for cheat detection in on-line games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Game bot identification based on manifold learning
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Using static analysis for Ajax intrusion detection
Proceedings of the 18th international conference on World wide web
Server-Side Bot Detection in Massively Multiplayer Online Games
IEEE Security and Privacy
Ripley: automatically securing web 2.0 applications through replicated execution
Proceedings of the 16th ACM conference on Computer and communications security
Fides: remote anomaly-based cheat detection using client emulation
Proceedings of the 16th ACM conference on Computer and communications security
Privacy-preserving genomic computation through program specialization
Proceedings of the 16th ACM conference on Computer and communications security
A decision procedure for bit-vectors and arrays
CAV'07 Proceedings of the 19th international conference on Computer aided verification
KLEE: unassisted and automatic generation of high-coverage tests for complex systems programs
OSDI'08 Proceedings of the 8th USENIX conference on Operating systems design and implementation
Automatic concolic test generation with virtual prototypes for post-silicon validation
Proceedings of the International Conference on Computer-Aided Design
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Online gaming is a lucrative and growing industry but one that is slowed by cheating that compromises the gaming experience and hence drives away players (and revenue). In this paper we develop a technique by which game developers can enable game operators to validate the behavior of game clients as being consistent with valid execution of the sanctioned client software. Our technique employs symbolic execution of the client software to extract constraints on client-side state implied by each client-to-server message, and then uses constraint solving to determine whether the sequence of client-to-server messages can be “explained” by any possible user inputs, in light of the server-to-client messages already received. The requisite constraints and solving components can be developed either simultaneously with the game or retroactively for existing games. We demonstrate our approach in three case studies on the open-source game XPilot, a game similar to Pac-Man of our own design, and an open-source multiplayer version of Tetris.