Show simple item record

dc.contributor.authorWebb, Steven
dc.contributor.authorSoh, Sieteng
dc.date.accessioned2017-01-30T11:16:58Z
dc.date.available2017-01-30T11:16:58Z
dc.date.created2008-11-12T23:36:25Z
dc.date.issued2007
dc.identifier.citationWebb, 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).
dc.identifier.urihttp://hdl.handle.net/20.500.11937/10134
dc.description.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.

dc.publisherAssociation for Computing Machinery (ACM)
dc.relation.urihttp://doi.acm.org/10.1145/1306813.1306839
dc.subjectCheating
dc.subjectpeer-to-peer
dc.subjectnetworked computer games
dc.subjectclient/server
dc.titleCheating in networked computer games: a review
dc.typeConference Paper
dcterms.source.startPage105
dcterms.source.endPage112
dcterms.source.conferenceDIMEA 2007: Second International Conference on Digital Interactive Media in Entertainment and Arts
dcterms.source.conference-start-date19th - 21st Sep 2007
dcterms.source.conferencelocationPerth, Australia
dcterms.source.placeNew York, NY, USA
curtin.note

© 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

curtin.note

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

curtin.departmentDepartment of Computing
curtin.identifierEPR-2871
curtin.accessStatusOpen access
curtin.facultySchool of Electrical Engineering & Computing
curtin.facultyScience and Engineering


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record