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Cheat detection for MMORPG on P2P environments

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Published:30 October 2006Publication History

ABSTRACT

In this paper, we propose a new method for detecting cheat in P2P-based MMORPG. We suppose a typical P2P-based event delivery architecture where the entire game space is divided into subareas and a responsible node (selected from player terminals) delivers each event happened in the sub-area to player nodes there every predetermined time interval called timeslot. In the proposed method, we introduce multiple monitor nodes (selected from player terminals) which monitor the game state and detect cheat when it happens. In order to allow monitor nodes to track the correct game states for the corresponding subarea, we let monitor nodes and a responsible node retain a random number seed and player nodes send their events not only to responsible node but also monitor nodes so that the monitor nodes and the responsible node can uniquely calculate the latest game state from the previous game state and game events which happened during the current timeslot. Either responsible node, monitor nodes or player nodes can detect cheat by comparing hash values of game state which are retained by those nodes periodically, and role back events happened since the last correct game state. Through experiments in PlanetLab, we show that our method achieves practical performance to detect cheats.

References

  1. C. Adams: "Internet X.509 Public Key Infrastructure Certificate Management Protocols," March 1999, http://www.faqs.org/rfcs/rfc2510.html. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. C. G. Dickey: "Low Latency and Cheat-proof Event Ordering for Peer-to-Peer Games," Proc. of 14th ACM Int'l. Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV 2004), 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. P. Kabus, W. Terpstra, M. Cilia, A. Buchmann: "Addressing Cheating in Distributed Massively Multiplayer Online Games," Proc. of 4th ACM Workshop on Network and System Support for Games (NetGames2005), 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. S. Yamamoto, Y. Murata, K. Yasumoto, and M. Ito: "A Distributed Event Delivery Method with Load Balancing for MMORPG," Proc. of 4th ACM Workshop on Network and System Support for Games (NetGames2005), 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. PlanetLab Consortium: "PlanetLab," http://www.planet-lab.org/.Google ScholarGoogle Scholar

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  1. Cheat detection for MMORPG on P2P environments

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          cover image ACM Conferences
          NetGames '06: Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
          October 2006
          350 pages
          ISBN:1595935894
          DOI:10.1145/1230040

          Copyright © 2006 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 30 October 2006

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