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Low latency and cheat-proof event ordering for peer-to-peer games

Published: 16 June 2004 Publication History

Abstract

We are developing a distributed architecture for massively-multiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this architecture. Previous event ordering protocols prevent several types of cheats at the expense of operating at the latency of the slowest player. We broaden the definition of cheating to include four common protocol level cheats and demonstrate how NEO prevents these cheats. At the same time, NEO has a playout latency independent of network conditions and adapts to network congestion to optimize performance.

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cover image ACM Conferences
NOSSDAV '04: Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
June 2004
168 pages
ISBN:1581138016
DOI:10.1145/1005847
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: 16 June 2004

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Author Tags

  1. cheat-proof
  2. distributed
  3. games
  4. interactive
  5. low-latency
  6. peer-to-peer

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Overall Acceptance Rate 118 of 363 submissions, 33%

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  • (2023)The access control double bind: How everyday interfaces regulate access and privacy, enable surveillance, and enforce identityConvergence: The International Journal of Research into New Media Technologies10.1177/1354856523119370630:3(1186-1218)Online publication date: 19-Aug-2023
  • (2022)An Introduction to Online Video Game QoS and QoE Influencing FactorsIEEE Communications Surveys & Tutorials10.1109/COMST.2022.317725124:3(1894-1925)Online publication date: Nov-2023
  • (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
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  • (2016)Detecting and Preventing Online Game Bots in MMORPGsEncyclopedia of Computer Graphics and Games10.1007/978-3-319-08234-9_13-1(1-8)Online publication date: 14-Jun-2016
  • (2013)Peer-to-peer architectures for massively multiplayer online gamesACM Computing Surveys10.1145/2522968.252297746:1(1-51)Online publication date: 11-Jul-2013
  • (2013)Distributed Low-Latency Out-of-Order Event Processing for High Data Rate Sensor StreamsProceedings of the 2013 IEEE 27th International Symposium on Parallel and Distributed Processing10.1109/IPDPS.2013.29(1133-1144)Online publication date: 20-May-2013
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  • (2013)Match+GuardianMultimedia Systems10.1007/s00530-012-0291-z19:3(303-314)Online publication date: 1-Jun-2013
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