Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat

  • Authors:
  • Stefano Ferretti;Marco Roccetti

  • Affiliations:
  • University of Bologna, Bologna, Italy;University of Bologna, Bologna, Italy

  • Venue:
  • NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2006

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Abstract

Typical cheating avoidance solutions are able to prevent cheats, often at the cost of loosing interactivity in highly distributed games. With the need for responsiveness in view, we claim that (instead of preventing the cheat) cheating detection schemes could represent profitable solutions, which enable the identification of cheaters without impeding a realtime evolution of the game. Based on a general framework able to fairly model game time advancements which was recently proposed [4], we provide evidence of its effectiveness on a specific case of time cheat termed fast rate cheat. According to this malicious scheme, players alter the event generation rate of game events. We show that detection of fast rate cheat can be easily accomplished based on the proposed framework.