Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
Towards an authentication service for Peer-to-Peer based Massively Multiuser Virtual Environments
International Journal of Advanced Media and Communication
Hack-proof synchronization protocol for multi-player online games
Multimedia Tools and Applications
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
On using Content Delivery Networks to improve MOG performance
International Journal of Advanced Media and Communication
NETWORKING'07 Proceedings of the 6th international IFIP-TC6 conference on Ad Hoc and sensor networks, wireless networks, next generation internet
Enforcing game rules in untrusted P2P-based MMVEs
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
On the security enhancement of an efficient and secure event signature protocol for p2p MMOGs
ICCSA'10 Proceedings of the 2010 international conference on Computational Science and Its Applications - Volume Part I
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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Secure updates in a peer-to-peer game where all of the players are untrusted offers a unique challenge. We analyse the NEO protocol [5] which was designed to accomplish the exchange of update information among players in a fair and authenticated manner. We show that of the five forms of cheating it was designed to prevent, it prevents only three. We then propose an improved protocol which we call Secure Event Agreement (SEA) which prevents all five types of cheating as well as meeting some additional security criteria. We also show that the performance of SEA is at worst equal to NEO and in some cases better.