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
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
A Secure Event Agreement (SEA) protocol for peer-to-peer games
ARES '06 Proceedings of the First International Conference on Availability, Reliability and Security
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A Secure Group Agreement (SGA) Protocol for Peer-to-Peer Applications
AINAW '07 Proceedings of the 21st International Conference on Advanced Information Networking and Applications Workshops - Volume 01
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
Protocols for secure computations
SFCS '82 Proceedings of the 23rd Annual Symposium on Foundations of Computer Science
SAFE: A Secure Area of Interests Filter for P2P-based MMOGs
CIT '10 Proceedings of the 2010 10th IEEE International Conference on Computer and Information Technology
Trusted Block as a Service: Towards Sensitive Applications on the Cloud
TRUSTCOM '11 Proceedings of the 2011IEEE 10th International Conference on Trust, Security and Privacy in Computing and Communications
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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For a scalable Massively Multiplayer Online Game (MMOG), interest management (IM) is an essential component to reduce unnecessary network traffic. As Area-Of-Interest (AOI) defines each player's interests, an entity normally maintains a subscriber list of players whose AOIs cover the position of the entity. To maintain the subscriber list, players are required to send AOI updates. Unfortunately, AOI update is vulnerable to information exposure (IE) attack especially on P2P infrastructure. Sensitive information, such as player's position, can be revealed during AOI update without owner's authorization and attention. This eventually results in an unfair game. In this paper, we demonstrate that such IE attack on MMOG can help cheaters gain unauthorized benefits. Notably, we present a Monte Carlo based simulator to quantitatively measure the impact of IE attack when different IM schemes are applied. Three P2P schemes are assessed and a Client/Server scheme is also employed for comparison. In addition, we also evaluate IE attack when a group of players collude with each other to share information. Experimental data obtained from simulation are analyzed and explained. Practical suggestions are also given for choosing an IM scheme for P2P gaming.