Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
Design of a cheat-resistant P2P online gaming system
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
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
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Virtual context based services for multiplayer online games to facilitate community participation
Multimedia Tools and Applications
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
OSDI'10 Proceedings of the 9th USENIX conference on Operating systems design and implementation
Cheat-proof peer-to-peer trading card games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Mobile online gaming via resource sharing
Proceedings of the 5th International ICST Conference on Simulation Tools and Techniques
GBLT-VG for High User Densities by User Group Behavior and Hot Point in MMO Virtual Environment
Journal of Network and Systems Management
Measuring Information Exposure Attacks on Interest Management
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Cheating in on-line games is a prevalent problem for both game makers and players. The popular real-time strategy game genre is especially vulnerable to cheats, as it is frequently hosted as a peer-to-peer game. As the genre has moved towards a distributed simulation approach to gameplay, the number of cheats has been reduced to bug exploits and "maphacks": a form of information exposure that reveals the opponent's units and positions when they should be hidden. This paper proposes a technique for detecting maphacking based on bit commitment and explores the tradeoffs in network traffic and information exposure inherent in reducing information exposure in peer-to-peer games.