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Cheating in networked computer games: a review

Published: 19 September 2007 Publication History

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.

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  1. Cheating in networked computer games: a review

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    cover image ACM Conferences
    DIMEA '07: Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
    September 2007
    212 pages
    ISBN:9781595937087
    DOI:10.1145/1306813
    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]

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    Published: 19 September 2007

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    Author Tags

    1. cheating
    2. client/server
    3. networked computer games
    4. peer-to-peer

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    • (2024)Challenger: Blockchain-based Massively Multiplayer Online Game ArchitectureNetworked Systems10.1007/978-3-031-67321-4_3(50-66)Online publication date: 25-Aug-2024
    • (2023)Überwachen und Strafen im Online-Gaming?Politiken des (digitalen) Spiels10.14361/9783839467909-017(279-290)Online publication date: 2-Oct-2023
    • (2023)Extracting Threat Intelligence From Cheat Binaries For Anti-CheatingProceedings of the 26th International Symposium on Research in Attacks, Intrusions and Defenses10.1145/3607199.3607211(17-31)Online publication date: 16-Oct-2023
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    • (2023)“Is It Legit, To You?”. An Exploration of Players’ Perceptions of Cheating in a Multiplayer Video Game: Making Sense of UncertaintyInternational Journal of Human–Computer Interaction10.1080/10447318.2023.220427640:15(4021-4041)Online publication date: 28-Apr-2023
    • (2020)Using Escape Rooms for Conducting Team Research: Understanding Development, Considerations, and ChallengesSimulation & Gaming10.1177/1046878120907943(104687812090794)Online publication date: 4-Mar-2020
    • (2018)Stronger Together: Personality, Intelligence and the Assessment of Career PotentialJournal of Intelligence10.3390/jintelligence60400496:4(49)Online publication date: 13-Nov-2018
    • (2017)Trust management for cheating detection in distributed massively multiplayer online gamesProceedings of the 15th Annual Workshop on Network and Systems Support for Games10.5555/3167906.3167915(40-42)Online publication date: 22-Jun-2017
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