• 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