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
Coin flipping by telephone a protocol for solving impossible problems
ACM SIGACT News - A special issue on cryptography
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Protecting online games against cheating
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
Peer-to-peer communication across network address translators
ATEC '05 Proceedings of the annual conference on USENIX Annual Technical Conference
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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In trading card games (TCGs), players create a deck of cards from a subset of all cards in the game to compete with other players. Each card in the deck has some feature or ability that may be used strategically to help a player defeat her opponent. Recently, trading card games have been moving from physical cards to digital, online versions. We propose a cheat-proof peer-to-peer protocol for implementing online trading card games. We break down actions common to all TCGs and explain how they can be executed between two players without the need for a third party referee (which usually requires an unbiased server). In each action, the player is either prevented from cheating or if they do cheat, the opponent will be able to prove they have done so. We conclude by showing how these methods are secure and how they may be intermixed for other styles of TCGs and other peer-to-peer games.