The Byzantine Generals Problem
ACM Transactions on Programming Languages and Systems (TOPLAS)
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Massively Multiplayer Middleware
Queue - Game Development
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Data management research at Technische Universität Darmstadt
ACM SIGMOD Record
Cheat detection for MMORPG on P2P environments
NetGames '06 Proceedings of 5th 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
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Enhanced mirrored servers for network games
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
Cheat-prevention and -analysis in online virtual worlds
Proceedings of the 1st international conference on Forensic applications and techniques in telecommunications, information, and multimedia and workshop
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Probabilistic event resolution with the pairwise random protocol
Proceedings of the 18th international workshop on Network and operating systems support for digital audio and video
An algorithm for measurement and detection of path cheating in virtual environments
VECIMS'09 Proceedings of the 2009 IEEE international conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems
A statistical approach to cheating countermeasure in P2P MOGs
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
GameGuard: a windows-based software architecture for protecting online games against hackers
Proceedings of the 2010 Symposium on Information and Communication Technology
Proceedings of the Fourteenth International Database Engineering & Applications Symposium
Framework for security in online video games
Proceedings of the 48th Annual Southeast Regional Conference
Cheat detection processing: a GPU versus CPU comparison
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Server-side verification of client behavior in online games
ACM Transactions on Information and System Security (TISSEC)
Decentralized polling with respectable participants
Journal of Parallel and Distributed Computing
Enforcing game rules in untrusted P2P-based MMVEs
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Cheat detection and prevention in P2P MOGs
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Computers in Human Behavior
Network Architectures and Data Management for Massively Multiplayer Online Games
International Journal of Grid and High Performance Computing
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Information and Computation
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Massively Multiplayer Online Games (MMOGs) are a risky business: while they offer potential profits beyond those of conventional computer games, they also require costly investment in the necessary hardware infrastructure. In nearly every MMOG today, these costs come from the use of a Client/Server architecture where the load of possibly hundred thousands of players must be handled at the provider's backend. By using distributed Peer-to-Peer techniques, the load could be shifted completely or partially to the players' machines. But with the load, the control over the game may also fall into the hands of clients. While using a P2P architecture, this paper presents a spectrum of options which reduce running costs and simultaneously attempt to retain the provider's control over the game, in particular to control cheating.