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Cheat detection for MMORPG on P2P environments

Published: 30 October 2006 Publication History
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  • Abstract

    In this paper, we propose a new method for detecting cheat in P2P-based MMORPG. We suppose a typical P2P-based event delivery architecture where the entire game space is divided into subareas and a responsible node (selected from player terminals) delivers each event happened in the sub-area to player nodes there every predetermined time interval called timeslot. In the proposed method, we introduce multiple monitor nodes (selected from player terminals) which monitor the game state and detect cheat when it happens. In order to allow monitor nodes to track the correct game states for the corresponding subarea, we let monitor nodes and a responsible node retain a random number seed and player nodes send their events not only to responsible node but also monitor nodes so that the monitor nodes and the responsible node can uniquely calculate the latest game state from the previous game state and game events which happened during the current timeslot. Either responsible node, monitor nodes or player nodes can detect cheat by comparing hash values of game state which are retained by those nodes periodically, and role back events happened since the last correct game state. Through experiments in PlanetLab, we show that our method achieves practical performance to detect cheats.

    References

    [1]
    C. Adams: "Internet X.509 Public Key Infrastructure Certificate Management Protocols," March 1999, http://www.faqs.org/rfcs/rfc2510.html.
    [2]
    C. G. Dickey: "Low Latency and Cheat-proof Event Ordering for Peer-to-Peer Games," Proc. of 14th ACM Int'l. Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV 2004), 2004.
    [3]
    P. Kabus, W. Terpstra, M. Cilia, A. Buchmann: "Addressing Cheating in Distributed Massively Multiplayer Online Games," Proc. of 4th ACM Workshop on Network and System Support for Games (NetGames2005), 2005.
    [4]
    S. Yamamoto, Y. Murata, K. Yasumoto, and M. Ito: "A Distributed Event Delivery Method with Load Balancing for MMORPG," Proc. of 4th ACM Workshop on Network and System Support for Games (NetGames2005), 2005.
    [5]
    PlanetLab Consortium: "PlanetLab," http://www.planet-lab.org/.

    Cited By

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    • (2013)Peer-to-peer architectures for massively multiplayer online gamesACM Computing Surveys10.1145/2522968.252297746:1(1-51)Online publication date: 11-Jul-2013
    • (2010)Design issues for Peer-to-Peer Massively Multiplayer Online GamesInternational Journal of Advanced Media and Communication10.1504/IJAMC.2010.0321384:2(108-125)Online publication date: 1-Mar-2010
    • (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
    • Show More Cited By

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    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]

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    New York, NY, United States

    Publication History

    Published: 30 October 2006

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    Author Tags

    1. MMORPG
    2. P2P
    3. cheating
    4. distributed system
    5. massively multiplayer online gaming
    6. peer to peer

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    View all
    • (2013)Peer-to-peer architectures for massively multiplayer online gamesACM Computing Surveys10.1145/2522968.252297746:1(1-51)Online publication date: 11-Jul-2013
    • (2010)Design issues for Peer-to-Peer Massively Multiplayer Online GamesInternational Journal of Advanced Media and Communication10.1504/IJAMC.2010.0321384:2(108-125)Online publication date: 1-Mar-2010
    • (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)On SPAWC: Discussion on a Musical Signal Parser and Well-Formed Composer2009 6th IEEE Consumer Communications and Networking Conference10.1109/CCNC.2009.4784966(1-5)Online publication date: 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)Server-side verification of client behavior in online gamesACM Transactions on Information and System Security10.1145/2043628.204363314:4(1-27)Online publication date: 26-Dec-2008
    • (2008)Delaunay State Management for Large-Scale Networked Virtual EnvironmentsProceedings of the 2008 14th IEEE International Conference on Parallel and Distributed Systems10.1109/ICPADS.2008.120(781-786)Online publication date: 8-Dec-2008
    • (2008)DaCAP - A Distributed Anti-Cheating Peer to Peer Architecture for Massive Multiplayer On-line Role Playing GameProceedings of the 2008 Eighth IEEE International Symposium on Cluster Computing and the Grid10.1109/CCGRID.2008.49(584-589)Online publication date: 19-May-2008

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