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Addressing cheating in distributed MMOGs
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Source Network and System Support for Games archive
Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games table of contents
Hawthorne, NY
SESSION: Cheating and fairness table of contents
Pages: 1 - 6  
Year of Publication: 2005
ISBN:1-59593-156-2
Authors
Patric Kabus  Darmstadt University of Technology, Germany
Wesley W. Terpstra  Darmstadt University of Technology, Germany
Mariano Cilia  Darmstadt University of Technology, Germany
Alejandro P. Buchmann  Darmstadt University of Technology, Germany
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 11,   Downloads (12 Months): 136,   Citation Count: 7
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ABSTRACT

Massively Multiplayer Online Games (MMOGs) are a risky business: while they offer potential profits beyond those of conventional computer games, they also require costly investment in the necessary hardware infrastructure. In nearly every MMOG today, these costs come from the use of a Client/Server architecture where the load of possibly hundred thousands of players must be handled at the provider's backend. By using distributed Peer-to-Peer techniques, the load could be shifted completely or partially to the players' machines. But with the load, the control over the game may also fall into the hands of clients. While using a P2P architecture, this paper presents a spectrum of options which reduce running costs and simultaneously attempt to retain the provider's control over the game, in particular to control cheating.


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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CITED BY  7
 
 

Collaborative Colleagues:
Patric Kabus: colleagues
Wesley W. Terpstra: colleagues
Mariano Cilia: colleagues
Alejandro P. Buchmann: colleagues