The Byzantine Generals Problem
ACM Transactions on Programming Languages and Systems (TOPLAS)
A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
Tamper Resistant Software: An Implementation
Proceedings of the First International Workshop on Information Hiding
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
Analysis of state exposure control to prevent cheating in online 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
A Generic Attack on Checksumming-Based Software Tamper Resistance
SP '05 Proceedings of the 2005 IEEE Symposium on Security and Privacy
Hardware-Assisted Circumvention of Self-Hashing Software Tamper Resistance
IEEE Transactions on Dependable and Secure Computing
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Software-Based copy protection for temporal media during dissemination and playback
ICISC'05 Proceedings of the 8th international conference on Information Security and Cryptology
Design of a cheat-resistant P2P online gaming system
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
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
Battle of Botcraft: fighting bots in online games with human observational proofs
Proceedings of the 16th ACM conference on Computer and communications security
A statistical approach to cheating countermeasure in P2P MOGs
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Integrating players, reputation and ranking to manage cheating in MMOGs
Proceedings of the Fifth International Conference on the Foundations of Digital Games
GameGuard: a windows-based software architecture for protecting online games against hackers
Proceedings of the 2010 Symposium on Information and Communication Technology
Improving online gaming quality using detour paths
Proceedings of the international conference on Multimedia
OSDI'10 Proceedings of the 9th USENIX conference on Operating systems design and implementation
Server-side verification of client behavior in online games
ACM Transactions on Information and System Security (TISSEC)
SpotCheck: an efficient defense against information exposure cheats
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Cheat-proof peer-to-peer trading card games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Behaviour-Based cheat detection in multiplayer games with event-b
IFM'12 Proceedings of the 9th international conference on Integrated Formal Methods
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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We present a technique to prevent cheating in online-games. Our approach prevents both, modification of game-clients, and access to sensitive information in the game-clients' memory. It allows game-servers to detect cheating attempts. The mechanisms in our solution are orthogonal to the game-related mechanisms, allowing to clearly separate security-related aspects from the game design. In this way the basic game is design does not have to be influenced by considerations about cheating and security.