Security Design in Online Games
ACSAC '03 Proceedings of the 19th Annual Computer Security Applications Conference
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Scenarios and middleware services for pervasive multiplatform networked games
WebMedia '06 Proceedings of the 12th Brazilian Symposium on Multimedia and the web
Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Middleware services for pervasive multiplatform networked games
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
Is a bot at the controls?: Detecting input data attacks
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Battle of Botcraft: fighting bots in online games with human observational proofs
Proceedings of the 16th ACM conference on Computer and communications security
Integrating players, reputation and ranking to manage cheating in MMOGs
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Framework for security in online video games
Proceedings of the 48th Annual Southeast Regional Conference
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Ordering of command messages from the clients at the game servers is an important issue that impacts fairness, response times, and smoothness of the game play. Recently, protocols based on "reaction" times were proposed to order the command messages. This paper presents a protocol that can be used to control cheating in reaction time based message ordering schemes. We examine the performance of the proposed protocol by emulating wide-area game play scenarios on the Planet-Lab. The results from the experiments indicate that the proposed protocol is able to dramatically reduce the cheating opportunities that exist for the clients.