Data networks
Networked virtual environments
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Applied cryptography (2nd ed.): protocols, algorithms, and source code in C
Applied cryptography (2nd ed.): protocols, algorithms, and source code in C
Comparing information without leaking it
Communications of the ACM
Creating computer simulation systems: an introduction to the high level architecture
Creating computer simulation systems: an introduction to the high level architecture
Crossroads - Special issue on computer games
A method for obtaining digital signatures and public-key cryptosystems
Communications of the ACM
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
Issues in Designing a Communication Architecture for Large-Scale Virtual Environments
NGC '99 Proceedings of the First International COST264 Workshop on Networked Group Communication
Fundamentals of Secure Computing Systems
Fundamentals of Secure Computing Systems
An adaptive, distributed algorithm for interest management
An adaptive, distributed algorithm for interest management
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
Supporting P2P gaming when players have heterogeneous resources
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Supporting P2P gaming when players have heterogeneous resources
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Challenges in peer-to-peer gaming
ACM SIGCOMM Computer Communication Review
Teaching the computer science of computer games
Journal of Computing Sciences in Colleges
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
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
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
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
On using Content Delivery Networks to improve MOG performance
International Journal of Advanced Media and Communication
Framework for security in online video games
Proceedings of the 48th Annual Southeast Regional Conference
OSDI'10 Proceedings of the 9th USENIX conference on Operating systems design and implementation
Player profile management on NFC smart card for multiplayer ubiquitous games
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Collaborative Interest Management for Peer-to-Peer Networked Virtual Environment
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
Enforcing game rules in untrusted P2P-based MMVEs
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Cheat-proof peer-to-peer trading card games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Cheat detection and prevention in P2P MOGs
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
MicroPlay: a networking framework for local multiplayer games
Proceedings of the first ACM international workshop on Mobile gaming
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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We explore exploits possible for cheating in real-time, multiplayer games for both client-server and serverless architectures. We offer the first formalization of cheating in online games and propose an initial set of strong solutions. We propose a protocol that has provable anti-cheating guarantees, is provably safe and live, but suffers a performance penalty. We then develop an extended version of this protocol, called asynchronous synchronization, which avoids the penalty, is serverless, offers provable anti-cheating guarantees, is robust in the presence of packet loss, and provides for significantly increased communication performance. This technique is applicable to common game features as well as clustering and cell-based techniques for massively multiplayer games. Specifically, we provide a zero-knowledge proof protocol so that players are within a specific range of each other, and otherwise have no notion of their distance. Our performance claims are backed by analysis using a simulation based on real game traces.