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ABSTRACT
We investigate the prospect of applying runtime verification to cheat detection. Game implementation bugs are extensively exploited by cheaters, especially in massively multiplayer games. As games are implemented on larger scales and game object interactions become more complex, it becomes increasingly difficult to guarantee that high-level game rules are enforced correctly in the implementation. We observe that although implementing high-level rules in code is complex because of interference between rules, checking for rule compliance at runtime is simple because only a single rule is involved in each check. We demonstrate our idea by applying the Java-MaC runtime verification system to a simple game to detect a transaction bug that is common in massively multiplayer games.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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[doi> 10.1145/1060289.1060297]
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CITED BY 5
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Kuan-Ta Chen , Jhih-Wei Jiang , Polly Huang , Hao-Hua Chu , Chin-Laung Lei , Wen-Chin Chen, Identifying MMORPG bots: a traffic analysis approach, Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, June 14-16, 2006, Hollywood, California
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Luther Chan , James Yong , Jiaqiang Bai , Ben Leong , Raymond Tan, Hydra: a massively-multiplayer peer-to-peer architecture for the game developer, Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, p.37-42, September 19-20, 2007, Melbourne, Australia
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