Crowds: anonymity for Web transactions
ACM Transactions on Information and System Security (TISSEC)
A protocol for anonymous communication over the Internet
Proceedings of the 7th ACM conference on Computer and communications security
Chord: A scalable peer-to-peer lookup service for internet applications
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
IPTPS '01 Revised Papers from the First International Workshop on Peer-to-Peer Systems
Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
ACSAC '96 Proceedings of the 12th Annual Computer Security Applications Conference
Mutual Anonymity Protocols for Hybrid Peer-to-Peer Systems
ICDCS '03 Proceedings of the 23rd International Conference on Distributed Computing Systems
Responder Anonymity and Anonymous Peer-to-Peer File Sharing
ICNP '01 Proceedings of the Ninth International Conference on Network Protocols
Simple network performance tomography
Proceedings of the 3rd ACM SIGCOMM conference on Internet measurement
On the Cost-Quality Tradeoff in Topology-Aware Overlay Path Probing
ICNP '03 Proceedings of the 11th IEEE International Conference on Network Protocols
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A New Fair Micropayment System Based on Hash Chain
EEE '04 Proceedings of the 2004 IEEE International Conference on e-Technology, e-Commerce and e-Service (EEE'04)
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
Is runtime verification applicable to cheat detection?
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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
Measurement and analysis of spywave in a university environment
NSDI'04 Proceedings of the 1st conference on Symposium on Networked Systems Design and Implementation - Volume 1
Tapestry: a resilient global-scale overlay for service deployment
IEEE Journal on Selected Areas in Communications
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In areas such as Massively-Multiplayer Online Games (MMOGs), the conventional centralized server model does not scale with the sheer number of simultaneous clients that need to be supported. P2P architectures are increasingly being considered as replacements for traditional client-server architectures in MMOGs. A distributed P2P architecture that uses ''Coordinator'' nodes for handling smaller groups of players has been shown to be especially effective in supporting MMOGs. However, the drawback of moving from centralized to distributed architectures is the loss of control, and more specifically the increase in the vulnerability of the system as a whole to compromises. There has been no prior work on handling the specific case when the Coordinator itself is compromised and cheats, a scenario akin to cheating conducted by the network. We address this problem by proposing an architecture that is resilient to Coordinator compromises and demonstrate the effectiveness of this architecture. We believe that this is an essential step towards enabling a widespread deployment of P2P-based MMOGs.