ABSTRACT
Ranking is necessary for multiplayer online games to provide players with self-complacence and reference for choosing game counterparts. Most existing ranking solutions are tightly coupled with game applications of client-server architectures. In this paper, a novel scheme named FreeRank is proposed as a ranking service independent to specific architecture and detailed implementation of each individual game application. Based on a certificate-based framework and a reputation-based score-computing algorithm. FreeRank resolves the challenge of cheating prevention. Preliminary analysis and simulation results show that FreeRank is feasible and effective.
- What's This World Coming To? The Future of Massively Multiplayer Games. Game Developers Conference 2002. http://archive.gamespy.com/gdc2002/mmog/. March, 2002.Google Scholar
- Matt Pritchard. How to Hurt the Hackers: The Scoop on Internet Cheating and How You Can Combat It. http://www.gamasutra.com/features/20000724/pritchard_pfv.htm. July, 2000.Google Scholar
- Jeff Yan et al. A Systematic Classification of Cheating in Online Games. http://www.cse.cuhk.edu.hk/~cslui/STUDY_GROUP/howga me.pdf. June, 2004.Google Scholar
- Even, S. and Yacobi, Y. Relations among public key signature systems. Tech. Rep. 175, Computer Science Department, Technicon, Haifa, Israel, 1980.Google Scholar
- Wu-chang Feng, Francis Chang, Wu-chi Feng, and Jonathan Walpole. Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server. In ACM SIGCOMM Computer Communication Review. July, 2002. Google ScholarDigital Library
- Ahmed Abdelkhalek, Angelos Bilas, and Andreas Moshovos. Behavior and Performance of Interactive Mult-player Game Servers. In Proceedings of 2001 IEEE International Symposium on Performance Analysis of Systems and Software. November, 2001.Google Scholar
- Wu-chang Feng and Wu-chi Feng. On the Geographic Distribution of On-line Game Servers and Players. In Proceedings of Second Workshop on Network and System Support for Games. May, 2003. Google ScholarDigital Library
- Knutsson B., Lu H., Xu W., and Hopkins B. Peer-to-Peer Support for Massively Multiplayer Games. In Proceedings of IEEE Infocom 2004 Conference. March, 2004.Google ScholarCross Ref
- Sean Rooney, Daniel Bauer and Paolo Scotton. Building Infrastructures for Very Large Multi-Player Games. Research Report, IBM Zurich Research Lab. December, 2002.Google Scholar
- Henning Pagnia, Holger Vogt, and Felix C. Gartner. Fair Exchange. In Computer Journal, volume 46, number 1, Oxford University Press. January, 2003.Google Scholar
- Solipsis. http://solipsis.netofpeers.net/wiki/HomePage.Google Scholar
- Second Life. http://secondlife.com/.Google Scholar
- Jin Zhou, Li Tang, Kai Li, Hao Wang, and Zhizhi Zhou. A Low-Latency Peer-to-Peer Approach for Massively Multiplayer Games. In Proceedings of Fourth International Workshop on Agents and Peer-to-Peer Computing. July, 2005. Google ScholarDigital Library
- Jin Zhou, Li Tang, Kai Li, and Zhizhi Zhou. FreeGame: A Testbed for Peer-to-peer Techniques in Massive Multiplayer Online Games. Research Report, NEC Laboratories China. November, 2004.Google Scholar
Index Terms
FreeRank: implementing independent ranking service for multiplayer online games
Recommendations
Gendered design bias: gender differences of in-game character choice and playing style in league of legends
OzCHI '17: Proceedings of the 29th Australian Conference on Computer-Human InteractionThough video games have become increasingly popular among female players, competitive game genres are still dominated by male players. Research has explored the factors influencing male and female participation in competitive games, but little has ...
Transparency, Fairness, and Coping: How Players Experience Moderation in Multiplayer Online Games
CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing SystemsMultiplayer online games seek to address toxic behaviors such as trolling and griefing through behavior moderation, where penalties such as chat restriction or account suspension are issued against toxic players in the hope that punishments create a ...
Artificial neural network for bot detection system in MMOGs
NetGames '10: Proceedings of the 9th Annual Workshop on Network and Systems Support for GamesCheating is one of the biggest and constant problems in MMOGs. Games with high frequency of cheating will surely lose its appeal to genuine players who want to play the game. This is the reason why game provider these days put cheating prevention as one ...
Comments