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Cheating in networked computer games: a review
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ACM International Conference Proceeding Series; Vol. 274 archive
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts table of contents
Perth, Australia
SESSION: Full papers table of contents
Pages: 105 - 112  
Year of Publication: 2007
ISBN:978-1-59593-708-7
Authors
Steven Daniel Webb  Curtin University of Technology, Perth, Western Australia
Sieteng Soh  Curtin University of Technology, Perth, Western Australia
Sponsors
: ACM Computers in Entertainment
: IFIP Specialist Group on Entertainment Computing
: Murdoch University
: SIGCHI Singapore
: Nokia
: ACM
: Department of Industry and Resources
: IEEE Western Australia Section
Publisher
ACM  New York, NY, USA
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ABSTRACT

The increasing popularity of Massively Multiplayer Online Games (MMOG) -- games involving thousands of players participating simultaneously in a single virtual world - has highlighted the scalability bottlenecks present in centralised Client/Server (C/S) architectures. Researchers are proposing Peer-to-Peer (P2P) architectures as a scalable alternative to C/S; however, P2P is more vulnerable to cheating as it decentralises the game state and logic to un-trusted peer machines, rather than using trusted centralised servers. Cheating is a major concern for online games, as a minority of cheaters can potentially ruin the game for all players. In this paper we present a review and classification of known cheats, and provide real-world examples where possible. Further, we discuss counter measures used by C/S architectures to prevent cheating. Finally, we discuss several P2P architectures designed to prevent cheating, highlighting their strengths and weaknesses.


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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Collaborative Colleagues:
Steven Daniel Webb: colleagues
Sieteng Soh: colleagues