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    Cheating in networked computer games: a review

    20769_downloaded_stream_225.pdf (340.7Kb)
    Access Status
    Open access
    Authors
    Webb, Steven
    Soh, Sieteng
    Date
    2007
    Type
    Conference Paper
    
    Metadata
    Show full item record
    Citation
    Webb, Steven Daniel and Soh, Sieteng. 2007. Cheating in networked computer games: a review, in ACM International Conference Proceeding Series. (ed), Second International Conference on Digital Interactive Media in Entertainment and Arts, September 19 - 21, 2007, pp. 105-112, Perth, Australia: Association for Computing Machinery (ACM).
    Source Conference
    DIMEA 2007: Second International Conference on Digital Interactive Media in Entertainment and Arts
    Additional URLs
    http://doi.acm.org/10.1145/1306813.1306839
    Faculty
    School of Electrical Engineering & Computing
    Science and Engineering
    School
    Department of Computing
    Remarks

    © ACM, 2007. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in DIMEA '07: Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, Vol. 274, ISBN: 978-1-59593-708-7, 2007. http://doi.acm.org/10.1145/1306813.1306839

    A link to the Publisher's website is available at: http://www.acm.org/

    URI
    http://hdl.handle.net/20.500.11937/10134
    Collection
    • Curtin Research Publications
    Abstract

    The increasing popularity of Massively Multiplayer Online Games (MMOG) - games involving thousands of players participating simultaneously in a single virtual world - has highlighted the scalability bottlenecks present in centralised Client/Server (C/S) architectures. Researchers are proposing Peer-to-Peer (P2P) architectures as a scalable alternative to C/S; however, P2P is more vulnerable to cheating as it decentralises the game state and logic to un-trusted peer machines, rather than using trusted centralised servers. Cheating is a major concern for online games, as a minority of cheaters can potentially ruin the game for all players. In this paper we present a review and classification of known cheats, and provide real-world examples where possible. Further, we discuss counter measures used by C/S architectures to prevent cheating. Finally, we discuss several P2P architectures designed to prevent cheating, highlighting their strengths and weaknesses.

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