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Design of a cheat-resistant P2P online gaming system

Published: 19 September 2007 Publication History

Abstract

Since the huge success of online games and especially that of so called Massively Multiplayer Online Games (MMOGs), the prevention of cheating has been a primary concern of game providers. This is also the main reason why Peer-to-Peer (P2P) architectures are not widely used in this area, although they could offer significant cost savings. Letting player nodes handle game-relevant logic or data means giving away control and opening up additional possibilities for cheaters. In this paper we present a P2P architecture which provides countermeasures against cheats that are inherent to these systems.

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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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Cited By

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  • (2023)Facilitating Serverless Match-based Online Games with Novel Blockchain TechnologiesACM Transactions on Internet Technology10.1145/356588423:1(1-26)Online publication date: 23-Feb-2023
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  • (2018)Blockchain-based real-time cheat prevention and robustness for multi-player online gamesProceedings of the 14th International Conference on emerging Networking EXperiments and Technologies10.1145/3281411.3281438(178-190)Online publication date: 4-Dec-2018
  • (2018)Exploiting Google's Edge Network for Massively Multiplayer Online Games2018 IEEE 2nd International Conference on Fog and Edge Computing (ICFEC)10.1109/CFEC.2018.8358734(1-8)Online publication date: May-2018
  • (2016)BibliographieAbécédaire des architectures distribuées10.4000/books.pressesmines.2145(225-240)Online publication date: 27-Oct-2016
  • (2015)Protecting peer-to-peer-based massively multiplayer online gamesInternational Journal of Computational Science and Engineering10.1504/IJCSE.2015.06883710:3(293-305)Online publication date: 1-Apr-2015
  • (2013)Automatic and Autonomous Load Management in Peer-to-Peer Virtual EnvironmentsIEEE Journal on Selected Areas in Communications10.1109/JSAC.2013.SUP.051302831:9(310-324)Online publication date: Sep-2013
  • (2013)From 101 to nnnMultimedia Systems10.1007/s00530-012-0274-019:3(183-197)Online publication date: 1-Jun-2013
  • (2012)Towards formalizing a reputation system for cheating detection in peer-to-peer-based massively multiplayer online gamesProceedings of the 6th international conference on Network and System Security10.1007/978-3-642-34601-9_22(291-304)Online publication date: 21-Nov-2012
  • (2011)Enforcing game rules in untrusted P2P-based MMVEsProceedings of the 4th International ICST Conference on Simulation Tools and Techniques10.5555/2151054.2151106(288-295)Online publication date: 21-Mar-2011
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