Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
Server topology considerations in online games
NetGames '06 Proceedings of 5th 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
AC/DC: an algorithm for cheating detection by cheating
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Ethics and Information Technology
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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One of the key issues with decentralized online multi-player games is ensuring fairness of game play despite different network latencies. One approach is to follow a "lock step" scheme that prevents any player from acting upon a message until that message is received by all the players. In this paper, we present a fair synchronization protocol (FSP) that enforces fairness and is more efficient than a lock-step scheme. The basic FSP protocol is susceptible to cheating. Therefore, we add a cheat prevention mechanism as an enhancement. We implement the enhanced protocol, the Cheat Proof Protocol (CPP), in a simple game environment and deploy it on the PlanetLab. The results indicate that the CPP is effective in enforcing fairness while preventing cheating.