DocumentCode
3169616
Title
Prevent In-Game Cheat in Network Games
Author
Li, Shaolong ; Chen, Changja ; Li, Lei
Author_Institution
Beijing Jiaotong Univ., Beijing
fYear
2008
fDate
23-24 Jan. 2008
Firstpage
513
Lastpage
518
Abstract
Network games have become a popular social experience, while problem of in-game cheat (e.g. trade cheat, fraud and so on) has not an effective solution by now. In this paper, we propose a method to help players to prevent in-game cheat on the basis of group interaction analysis in massive multiplayer online role playing games (MMORPG). Frequency of group interactions reflects how possible two players like to play together. So, group interactions of all players can help a given player to distinguish between righteous players who have high frequency of group interactions with famous virtuous roles or his dependable friends and suspectable players who have high frequency of group interactions with notorious roles. In this paper, we develop an algorithm to visualize group interactions according to psychology of players and rules of the game system, and then we propose a simple method to prevent in-game cheat.
Keywords
computer games; groupware; group interaction analysis; ingame cheat; massive multiplayer online role playing games; network games; notorious roles; players psychology; righteous players; Bandwidth; Collaboration; Computer networks; Data mining; Frequency; Internet; Load management; Psychology; Security; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Knowledge Discovery and Data Mining, 2008. WKDD 2008. First International Workshop on
Conference_Location
Adelaide, SA
Print_ISBN
978-0-7695-3090-1
Type
conf
DOI
10.1109/WKDD.2008.95
Filename
4470450
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