Hack-proof synchronization protocol for multi-player online games

  • Authors:
  • Yeung Siu Fung

  • Affiliations:
  • The Chinese University of Hong Kong

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

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Abstract

Synchronization protocols based on "dead-reckoning" are vulnerable to a very popular type of cheat called speed hack. A speed hack essentially speeds up all actions of a cheater and thus the cheater can moves, explores and gathers items faster than honest players and therefore gains unfair advantages. This paper presents an enhanced version of the dead-reckoning protocol that is invulnerable to speed hacks. Existing games based on dead-reckoning can be easily modified to use this hack-proof protocol. We demonstrate how the protocol works on both client-server architecture and peer-to-peer architecture.