| Protecting online games against cheating |
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Network and System Support for Games
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Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
table of contents
Singapore
SESSION: Consistency management and cheat detection
table of contents
Article No. 20
Year of Publication: 2006
ISBN:1-59593-589-4
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Authors
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Christian Mönch
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Norwegian University of Science and Technology, Trondheim, Norway
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Gisle Grimen
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Norwegian University of Science and Technology, Trondheim, Norway
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Roger Midtstraum
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Norwegian University of Science and Technology, Trondheim, Norway
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| Bibliometrics |
Downloads (6 Weeks): 29, Downloads (12 Months): 127, Citation Count: 3
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ABSTRACT
We present a technique to prevent cheating in online-games. Our approach prevents both, modification of game-clients, and access to sensitive information in the game-clients' memory. It allows game-servers to detect cheating attempts. The mechanisms in our solution are orthogonal to the game-related mechanisms, allowing to clearly separate security-related aspects from the game design. In this way the basic game is design does not have to be influenced by considerations about cheating and security.
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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Nathaniel E. Baughman and Brian Neil Levine. Cheat-Proof Playout for Centralized and Distributed Online Games. In Proceedings of IEEE Infocom, April 2001.
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Fábio Reis Cecin , Rafael de Oliveira Jannone , Cláudio Fernando Resin Geyer , Márcio Garcia Martins , Jorge Luis Victoria Barbosa, FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games, Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, August 30-30, 2004, Portland, Oregon, USA
[doi> 10.1145/1016540.1016567]
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Eric Cronin, Burton Filstrup, and Sugih Jamin. Cheat-proofing dead reckoned multiplayer games. In Proc. of 2nd International Conference on Application and Development of Computer Games, Jan 2003.
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Gisle Grimen, Christian Mönch, and Roger Midtstraum. Software-based copy protection for temporal media during dissemination and playback. In the 8th International Conference on Information Security and Cryptology, volume 3935 of LNCS. Springer, December 2005.
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Gisle Grimen, Christian Mönch, and Roger Midtstraum. Tamper protection of online clients through random checksum algorithms. In Dimitris Karagiannis and Heinrich C. Mayr, editors, Proceedings of 5th International Conference ISTA 2006, number P-84 in GI-Edition - Lecture Notes in Informatics (LNI), pages 67--79, May 2006.
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Ho Lee, Eric Koslowski, Scott Lenker, and Sugih Jamin. Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocol. In Ryohei Nakatsu and Junichi Hoshino, editors, Entertainment Computing --- Technologies and Applications, pages 31--40. Kluwer, 2003.
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Matt Pritchard. How to hurt the hackers: The scoop on internet cheating and how you can combat it. Gama Network, July 2000. http://www.gamasutra.com/features/20000724/pritchard_pfv.htm {31st July 2006}.
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