A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Fides: remote anomaly-based cheat detection using client emulation
Proceedings of the 16th ACM conference on Computer and communications security
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Game behavior pattern modeling for game bots detection in MMORPG
Proceedings of the 4th International Conference on Uniquitous Information Management and Communication
Behaviour-Based cheat detection in multiplayer games with event-b
IFM'12 Proceedings of the 9th international conference on Integrated Formal Methods
NSS'12 Proceedings of the 6th international conference on Network and System Security
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Modern online multiplayer games are complex heterogeneous distributed systems comprised of servers and untrusted clients, which are often engineered under considerable commercial pressures. Under these conditions, security breaches allowing clients to employ illegal behaviours have become common; current commercial approaches have limited capabilities for reacting rapidly to such threats. This paper presents an approach to the detection of a cheating player, and describes a proof-of-concept system designed to detect cheating play (specifically wall-hacking) through the analysis of player behaviour. This approach differs from current methods in that it does not rely on knowledge about specific vulnerabilities and their method of exploitation in order to protect the system, but instead monitors player behaviour for indications of cheating play. Statistical evidence is presented which shows that the proof-of-concept correctly distinguishes between most cheating and non-cheating players.