Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
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
A Secure Event Agreement (SEA) protocol for peer-to-peer games
ARES '06 Proceedings of the First International Conference on Availability, Reliability and Security
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming
CCGRID '07 Proceedings of the Seventh IEEE International Symposium on Cluster Computing and the Grid
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
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
Scalable AOI-Cast for Peer-to-Peer Networked Virtual Environments
ICDCSW '08 Proceedings of the 2008 The 28th International Conference on Distributed Computing Systems Workshops
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
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Cheating is a major obstacle on the way to realize MMVEs based on peer-to-peer networks of untrusted nodes. Current approaches either rely on trusted nodes or use a pessimistic distributed simulation, with negative effect on the realtime responsiveness of the virtual world. We propose to use an optimistic simulation maintaining the realtime immersion of players. We show how different kinds of cheats can be prevented or detected using this approach based on a broadcast network. Most importantly, tampering with the world state by malicious players is prevented. Finally, we show how to make this approach scalable by using a representative subset of nodes to decide on the validity of player actions.