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
Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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
Server-side verification of client behavior in online games
ACM Transactions on Information and System Security (TISSEC)
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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In this paper, we propose a new method for detecting cheat in P2P-based MMORPG. We suppose a typical P2P-based event delivery architecture where the entire game space is divided into subareas and a responsible node (selected from player terminals) delivers each event happened in the sub-area to player nodes there every predetermined time interval called timeslot. In the proposed method, we introduce multiple monitor nodes (selected from player terminals) which monitor the game state and detect cheat when it happens. In order to allow monitor nodes to track the correct game states for the corresponding subarea, we let monitor nodes and a responsible node retain a random number seed and player nodes send their events not only to responsible node but also monitor nodes so that the monitor nodes and the responsible node can uniquely calculate the latest game state from the previous game state and game events which happened during the current timeslot. Either responsible node, monitor nodes or player nodes can detect cheat by comparing hash values of game state which are retained by those nodes periodically, and role back events happened since the last correct game state. Through experiments in PlanetLab, we show that our method achieves practical performance to detect cheats.