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ABSTRACT
Cheating in on-line games is a prevalent problem for both game makers and players. The popular real-time strategy game genre is especially vulnerable to cheats, as it is frequently hosted as a peer-to-peer game. As the genre has moved towards a distributed simulation approach to gameplay, the number of cheats has been reduced to bug exploits and "maphacks": a form of information exposure that reveals the opponent's units and positions when they should be hidden. This paper proposes a technique for detecting maphacking based on bit commitment and explores the tradeoffs in network traffic and information exposure inherent in reducing information exposure in peer-to-peer games.
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.
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