skip to main content
10.1145/1230040.1230045acmconferencesArticle/Chapter ViewAbstractPublication PagesnetgamesConference Proceedingsconference-collections
Article

Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat

Published: 30 October 2006 Publication History

Abstract

Typical cheating avoidance solutions are able to prevent cheats, often at the cost of loosing interactivity in highly distributed games. With the need for responsiveness in view, we claim that (instead of preventing the cheat) cheating detection schemes could represent profitable solutions, which enable the identification of cheaters without impeding a realtime evolution of the game. Based on a general framework able to fairly model game time advancements which was recently proposed [4], we provide evidence of its effectiveness on a specific case of time cheat termed fast rate cheat. According to this malicious scheme, players alter the event generation rate of game events. We show that detection of fast rate cheat can be easily accomplished based on the proposed framework.

References

[1]
N. E. Baughman, B. N. Levine, "Cheat-proof Playout for Centralized and Distributed Online Games", INFOCOM 2001: 104--113.
[2]
E. Cronin, B. Filstrup, S. Jamin. "Cheat-proofing dead reckoned multiplayer games", Proc. of Int. Conf. on Application and Development of Computer Games, January 2003.
[3]
B. Di Chen, M. Maheswaran, "A cheat controlled protocol for centralized online multiplayer games", Proc. of NetGames'04, ACM Press, Portland, USA, 2004, 139--143.
[4]
S. Ferretti, M. Roccetti, "AC/DC: an Algorithm for Cheating Detection by Cheating", Proc. of NOSSDAV 2006, ACM, May 2006, Newport, USA, 136--141.
[5]
R. Fujimoto, "Parallel and Distribution Simulation Systems", John Wiley Inc., 1999.
[6]
C. Gauthier Dickey, D. Zappala, V. Lo, J. Marr, "Low latency and cheat-proof event ordering for peer-to-peer games", Proc. of NOSSDAV'04, ACM Press, Cork, Ireland, June 2004.
[7]
K. Guo, S. Mukherjee, S. Rangarajan, S. Paul, "A fair message exchange framework for distributed multi-player games", Proc. of Netgames'03, ACM Press, 2003, 29--41.
[8]
H. Lee, E. Kozlowski, S. Lenker, S. Jamin, "Synchronization and Cheat-Proofing Protocol for Real-Time Multiplayer Games", Proc. of the Int. Workshop on Entertainment Computing, Makuari, Japan, May 2002.
[9]
D. L. Mills, "Internet time synchronization: the Network Time Protocol", in IEEE Transactions on Communications, 39(10):1482--1493, October 1991.
[10]
C. E. Palazzi, S. Ferretti, S. Cacciaguerra, M. Roccetti, "Interactivity-Loss Avoidance in Event Delivery Synchronization for Mirrored Game Architectures", in IEEE Transactions on Multimedia, 8(4):874--879, August 2006.

Cited By

View all
  • (2009)A statistical approach to cheating countermeasure in P2P MOGsProceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference10.5555/1700527.1700833(1267-1271)Online publication date: 11-Jan-2009
  • (2009)A Statistical Approach to Cheating Countermeasure in P2P MOGs2009 6th IEEE Consumer Communications and Networking Conference10.1109/CCNC.2009.4784965(1-5)Online publication date: Jan-2009
  • (2008)Cheating detection through game time modelingMultimedia Tools and Applications10.1007/s11042-007-0163-237:3(339-363)Online publication date: 1-May-2008

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
NetGames '06: Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
October 2006
350 pages
ISBN:1595935894
DOI:10.1145/1230040
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 October 2006

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. cheating
  2. online games
  3. peer-to-peer
  4. synchronization

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)16
  • Downloads (Last 6 weeks)1
Reflects downloads up to 11 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2009)A statistical approach to cheating countermeasure in P2P MOGsProceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference10.5555/1700527.1700833(1267-1271)Online publication date: 11-Jan-2009
  • (2009)A Statistical Approach to Cheating Countermeasure in P2P MOGs2009 6th IEEE Consumer Communications and Networking Conference10.1109/CCNC.2009.4784965(1-5)Online publication date: Jan-2009
  • (2008)Cheating detection through game time modelingMultimedia Tools and Applications10.1007/s11042-007-0163-237:3(339-363)Online publication date: 1-May-2008

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media