Abstract
In a turn-based networked multiplayer computer game, it is possible to cheat by delaying the announcement of one’s action for a turn until one has received messages from all the other players. This look-ahead cheating can be prevented with a lockstep protocol, which requires that the player first announces a commitment to an action and later on the action itself, which can be compared with the earlier announced commitment. However, because the lockstep protocol requires separate transmissions for the commitment and the action and a synchronization step before the actions can be announced, it slows down the turns of the game. In this paper, we propose that active objects can be used to prevent look-ahead cheating. Moreover, we can parameterize the probability of catching cheaters: The smaller this probability is, the less bandwidth and transmissions are required. In most cases, the mere threat of getting caught is enough to discourage cheating, and, consequently, this probability can be quite small.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Smed, J., Kaukoranta, T., Hakonen, H.: Aspects of networking in multiplayer computer games. The Electronic Library 20, 87–97 (2002)
Yan, J.J., Choi, H.J.: Security issues in online games. The Electronic Library 20, 125–133 (2002)
Kirmse, A., Kirmse, C.: Security in online games. Game Developer, 20–28 (1997)
Kirmse, A.: A network protocol for online games. In: DeLoura, M. (ed.) Game Programming Gems, pp. 104–108. Charles River Media (2000)
Rivest, R.: TheMD5 message digest algorithm. Internet RFC 1321 (1992), Available at, http://theory.lcs.mit.edu/~rivest/Rivest-MD5.txt
Ray, T.: PunkBuster User Manual. (2001) Available at, http://www.punkbuster.com/pbmanual/useran.htm
Pritchard, M.: How to hurt hackers: The scoop on Internet cheating and how you can combat it, Gamasutra, July 24 (2000) Available at, http://www.gamasutra.com/features/20000724/pritchard01.htm
Buro, M.: ORTS: A hack-free RTS game environment. In: Schaeffer, J., Müller, M., Björnsson, Y. (eds.) CG 2002. LNCS, vol. 2883, pp. 280–291. Springer, Heidelberg (2003)
Johansson, U., Sönströd, C., König, R.: Cheating by sharing information – the doom of online poker? In: Sing, L.W., Man, W.H., Wai, W. (eds.) Proceedings of the 2nd International Conference on Application and Development of Computer Games, Hong Kong SAR, China, pp. 16–22 (2003)
Sanderson, D.: Online justice systems. Game Developer, 42–49 (1999)
Baughman, N.E., Levine, B.N.: Cheat-proof playout for centralized and distributed online games. In: Proceedings of the Twentieth IEEE Computer and Communication Society INFOCOM Conference, Anchorage, AK (2001)
Lee, H., Kozlowski, E., Lenker, S., Jamin, S.: Multiplayer game cheating prevention with pipelined lockstep protocol. In: Nakatsu, R., Hoshino, J. (eds.) Entertainment Computing: Technologies and Applications, Makuhari, Japan. IFIP First International Workshop on Entertainment Computing, pp. 31–39 (2002)
Cronin, E., Filstrup, B., Jamin, S.: Cheat-proofing dead reckoned multiplayer games. In: Sing, L.W., Man, W.H., Wai, W. (eds.) Proceedings of the 2nd International Conference on Application and Development of Computer Games, Hong Kong SAR, China, pp. 23–29 (2003)
Gong, L.: Java 2 platform security architecture. Web page (2002) Available at, http://java.sun.com/j2se/1.5.0/docs/guide/security/spec/securityspec.doc.html
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2006 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Smed, J., Hakonen, H. (2006). Preventing Look-Ahead Cheating with Active Objects. In: van den Herik, H.J., Björnsson, Y., Netanyahu, N.S. (eds) Computers and Games. CG 2004. Lecture Notes in Computer Science, vol 3846. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11674399_21
Download citation
DOI: https://doi.org/10.1007/11674399_21
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-32488-1
Online ISBN: 978-3-540-32489-8
eBook Packages: Computer ScienceComputer Science (R0)