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Is runtime verification applicable to cheat detection?
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Source Network and System Support for Games archive
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games table of contents
Portland, Oregon, USA
SESSION: Novel techniques and cheat detection table of contents
Pages: 134 - 138  
Year of Publication: 2004
ISBN:1-58113-942-X
Authors
Margaret DeLap  University of Pennsylvania
Björn Knutsson  University of Pennsylvania
Honghui Lu  University of Pennsylvania
Oleg Sokolsky  University of Pennsylvania
Usa Sammapun  University of Pennsylvania
Insup Lee  University of Pennsylvania
Christos Tsarouchis  University of Pennsylvania
Sponsors
ACM: Association for Computing Machinery
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 4,   Downloads (12 Months): 40,   Citation Count: 5
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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.

 
1
Nathaniel E. Baughman and Brian Neil Levine. Cheat-proof playout for centralized and distributed online games. In INFOCOM '01, pages 104--113, 2001.
 
2
2002-2003 by UnitedAdmins.com. Cheating Death. http://www.unitedadmins.com/cdeath.php.
 
3
Eric Cronin, Burton Filstrup, and Sugih Jamin. Cheat-proofing dead reckoned multiplayer games. In Proc. ADCOG '03, January 2003.
 
4
2000-2004 Even Balance, Inc. Punkbuster. http://www.punkbuster.com.
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Moonjoo Kim, Mahesh Viswanathan, Hanêne Ben-Abdallah, Sampath Kannan, Insup Lee, and Oleg Sokolsky. Formally specified monitoring of temporal properties. In Proc. ECRTS'99, pages 114--121, June 1999.
 
9
Bjorn Knutsson, Honghui Lu, Wei Xu, and Bryan Hopkins. Peer-to-peer support for massively multiplayer games. In INFOCOM '04, Hong Kong, China, March 2004.
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Collaborative Colleagues:
Margaret DeLap: colleagues
Björn Knutsson: colleagues
Honghui Lu: colleagues
Oleg Sokolsky: colleagues
Usa Sammapun: colleagues
Insup Lee: colleagues
Christos Tsarouchis: colleagues