Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
The Eigentrust algorithm for reputation management in P2P networks
WWW '03 Proceedings of the 12th international conference on World Wide Web
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
ACM SIGCOMM 2004 Conference
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A fully distributed architecture for massively multiplayer online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Using n-trees for scalable event ordering in peer-to-peer games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Fighting peer-to-peer SPAM and decoys with object reputation
Proceedings of the 2005 ACM SIGCOMM workshop on Economics of peer-to-peer systems
Game state and event distribution using proxy technology and application layer multicast
Proceedings of the 13th annual ACM international conference on Multimedia
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A peer-to-peer architecture for massive multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A Novel Approach to the Detection of Cheating in Multiplayer Online Games
ICECCS '07 Proceedings of the 12th IEEE International Conference on Engineering Complex Computer Systems
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Delay sensitive identity protection in peer-to-peer online gaming environments
ICPADS '07 Proceedings of the 13th International Conference on Parallel and Distributed Systems - Volume 02
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
A survey of attack and defense techniques for reputation systems
ACM Computing Surveys (CSUR)
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
X2BT trusted reputation system: a robust mechanism for p2p networks
CANS'06 Proceedings of the 5th international conference on Cryptology and Network Security
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The rapidly growing popularity of Massively Multiplayer Online Games (MMOGs) has given rise to an increase in the number of players world wide. MMOGs enable many players interact together through a shared sense of presence created by the game. The Peer-to-Peer (P2P) network topology overcomes communication bottleneck problems associated with centralized client/server systems. However, many architectures are proposed in an ad hoc manner and enhancing the security of such systems is an elusive research problem. In this paper, we address this important issue by making the following contributions. Firstly, we formalize the notion of P2P-based MMOGs and demonstrate that existing P2P-based MMOG architectures can be unified using our model. To our knowledge, this is the first time that this has been done in the literature. Secondly, we use our model to develop a real-time cheating detection mechanism to identify cheating players, which can be used to expose several MMOG cheating strategies. Finally, we propose a new reputation based system for P2P-based MMOGs to enhance the cheating detection process.