ACM Home Page
Please provide us with feedback. Feedback
Mitigating information exposure to cheaters in real-time strategy games
Full text PdfPdf (1.27 MB)
Source International Workshop on Network and Operating System Support for Digital Audio and Video archive
Proceedings of the international workshop on Network and operating systems support for digital audio and video table of contents
Stevenson, Washington, USA
SESSION: Network gaming table of contents
Pages: 7 - 12  
Year of Publication: 2005
ISBN:1-58113-987-X
Authors
Chris Chambers  Portland State University
Wu-chang Feng  Portland State University
Wu-chi Feng  Portland State University
Debanjan Saha  IBM Research
Sponsors
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 7,   Downloads (12 Months): 35,   Citation Count: 8
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1065983.1065986
What is a DOI?

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.

 
1
The NPD Group, "NPD News," http://www.npd.com/dynamic/releases/press_050119.html, 2005.
 
2
IDSA: Interactive Digital Software Association, "IDSA Digital Press Room," http://www.idsa.com/pressroom.html, 2004.
 
3
S. Davis, "Why cheating matters," in Proceedings of the Game Developer's Conference, 2001.
 
4
D. Becker, "Cheaters take profits out of online gaming," http://news.zdnet.com/2100-3513_22-933853.html.
 
5
M. Pritchard, "How to Hurt the Hackers: The Scoop on Internet Cheating and How You Can Combat It," http://www.gamasutra.com/features/200000724/pritchard_01.htm.
 
6
K. Mørch, "Cheating in online games- threats and solutions," in Publication No: DART/01/03. January 2003, Norwegian Computing Center/Applied Research and Development.
 
7
J. Yan and H-J Choi, "Security Issues in Online Games," The Electronic Library: International Journal for the Application of Technology in Information Environments, vol. 20, no. 2, 2002.
 
8
N. Baughman and B. Levine, "Cheat-proof playout for centralized and distributed online games," in INFOCOM, 2001, pp. 104--113.
 
9
M. Buro, "ORTS: A Hack-free RTS Game Environment," in Proceedings of the International Computers and Games Conference, 2002.

CITED BY  8

Collaborative Colleagues:
Chris Chambers: colleagues
Wu-chang Feng: colleagues
Wu-chi Feng: colleagues
Debanjan Saha: colleagues