Title :
Cheat-proof playout for centralized and distributed online games
Author :
Baughman, Nathaniel E. ; Levine, Brian Neil
Author_Institution :
Dept. of Comput. Sci., Massachusetts Univ., Amherst, MA, USA
Abstract :
We explore exploits possible for cheating in real-time, multiplayer games for both client-server and distributed, 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, 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 face 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. Our performance claims are backed by analysis using a simulation based on real game traces
Keywords :
client-server systems; game theory; games of skill; online operation; packet switching; protocols; synchronisation; asynchronous synchronization; cell-based techniques; centralized online games; cheat-proof playout; cheating; client-server architecture; clustering techniques; communication performance; distributed online games; distributed serverless architecture; packet loss; performance; performance penalty; protocol; provable anti-cheating guarantees; real game traces; real-time multiplayer games; simulation; Analytical models; Communication system control; Computer architecture; Computer science; Information security; Performance analysis; Performance loss; Protocols; Robustness; Scalability;
Conference_Titel :
INFOCOM 2001. Twentieth Annual Joint Conference of the IEEE Computer and Communications Societies. Proceedings. IEEE
Conference_Location :
Anchorage, AK
Print_ISBN :
0-7803-7016-3
DOI :
10.1109/INFCOM.2001.916692