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Time-stamp service makes real-time gaming cheat-free
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Source Network and System Support for Games archive
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games table of contents
Melbourne, Australia
Pages 135-138  
Year of Publication: 2007
ISBN:978-0-9804460-0-5
Authors
Shunsuke Mogaki  Ibaraki University, Nakanarusawa, Hitachi, Ibaraki, Japan
Masaru Kamada  Ibaraki University, Nakanarusawa, Hitachi, Ibaraki, Japan
Tatsuhiro Yonekura  Ibaraki University, Nakanarusawa, Hitachi, Ibaraki, Japan
Shusuke Okamoto  Seikei University, Musashino, Tokyo, Japan
Yasuhiro Ohtaki  Ibaraki University, Nakanarusawa, Hitachi, Ibaraki, Japan
Mamun Bin Ibne Reaz  International Islamic University, Malaysia, Jalan Gombak, Kuala Lumpur, Malaysia
Sponsor
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

Assuming time-stamp servers that we can trust exist everywhere in the Internet, we propose a cheat-proof protocol for real-time gaming that has the minimum latency. The assumptions are: 1) Time-stamp servers are available near each player that issue serially numbered time stamps. 2) There is no communication break down between the player and the nearest time-stamp server. By this protocol, each player sends its own action to the other player and also sends its hash to the nearest time-stamp server. The time-stamp server sends back to the player the signed hash with time and a serial number involved. The signature is an undeniable evidence of the action. The actions are checked if they are compatible with the hashes and the signed hashes are checked if they have the correct time and if the serial numbers are contiguous. This verification can be done as a batch after the game is finished. The latency in this protocol is only the packet traveling time from a player to another.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
 
2
Time business accrediation center. Accrediation program for time-stamping services. http://www.dekyo.or.jp/tb/english/index.html. 2007.
 
3
N. E. Baughman and B. N. Levine. Cheat-proof playout for centralized and distributed online games. Proc. IEEE INFOCOM 2001, U.S.A, pages 104--113, April 2001.
 
4
H. Lee, S. Lenker, E. Kozlowski, and S. Jamin. Synchronization and cheat-proofing protocol for multiplayer games. Playing with the Future: Development and Direction in Computer Gaming, April 2002. http://les1.man.ac.uk/cric/gamez/abstracts/lee.html
 
5
E. Cronin, B. Filstrup, and S. Jamin. Cheat-proofing dead reckoned multiplayer games. Proc. Int. Conf. Appl. Devel. Compu. Games(ADCOG) 2003, Hong Kong, January 2003.


Collaborative Colleagues:
Shunsuke Mogaki: colleagues
Masaru Kamada: colleagues
Tatsuhiro Yonekura: colleagues
Shusuke Okamoto: colleagues
Yasuhiro Ohtaki: colleagues
Mamun Bin Ibne Reaz: colleagues