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Addressing cheating in distributed MMOGs

Published: 10 October 2005 Publication History

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.

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cover image ACM Other conferences
NetGames '05: Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
October 2005
164 pages
ISBN:1595931562
DOI:10.1145/1103599
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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Association for Computing Machinery

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Publication History

Published: 10 October 2005

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Author Tags

  1. cheating
  2. distributed systems
  3. massively multiplayer online gaming

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  • (2019)The ownership and control of online photos and game dataProceedings of the 18th Joint Conference on Digital Libraries10.1109/JCDL.2019.00022(87-96)Online publication date: 2-Jun-2019
  • (2017)Trust management for cheating detection in distributed massively multiplayer online gamesProceedings of the 15th Annual Workshop on Network and Systems Support for Games10.5555/3167906.3167915(40-42)Online publication date: 22-Jun-2017
  • (2017)Trust management for cheating detection in distributed massively multiplayer online games2017 15th Annual Workshop on Network and Systems Support for Games (NetGames)10.1109/NetGames.2017.7991547(1-3)Online publication date: Jun-2017
  • (2016)The rationalization process of online game cheating behaviorsInformation, Communication & Society10.1080/1369118X.2016.127189821:2(273-287)Online publication date: 28-Dec-2016
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  • (2014)Resource Allocation in a Client/Server System for Massive Multi-Player Online GamesIEEE Transactions on Computers10.1109/TC.2013.17863:12(3127-3142)Online publication date: 1-Dec-2014
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