Security Design in Online Games
ACSAC '03 Proceedings of the 19th Annual Computer Security Applications Conference
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th 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
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Virtual context based services for multiplayer online games to facilitate community participation
Multimedia Tools and Applications
SpotCheck: an efficient defense against information exposure cheats
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Cheating has become a serious threat to the online game industry. One common type of cheating is accessing game states that are not supposed to be exposed to the players. In this paper, we evaluate a few information dissemination strategies that limit the state exposure to the client, measuring the delay introduced to the players and the system resource requirements at the game server. Our measurement is based on OpenGladiator, a multi-user, real-time strategy game that is similar to Warcraft but in open-source. We found that by performing careful on-demand preloading, we can significantly reduce the unnecessary states exposed to a client without introducing any additional delay to the players. Our measurement results show that the on-demand strategy comes with a increment to the server's CPU load. However, it also significantly reduces the server's network bandwidth consumption, which is a major cost of running a game server in the current Internet.