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    A survey on network game cheats and P2P solutions

    118181_10680_webb07e.pdf (476.7Kb)
    Access Status
    Open access
    Authors
    Webb, Steven
    Soh, Sieteng
    Date
    2008
    Type
    Journal Article
    
    Metadata
    Show full item record
    Citation
    Webb, Steven and Soh, Sieteng. 2008. A survey on network game cheats and P2P solutions. Australian Journal of Intelligent Information Processing Systems 9 (4): pp. 34-43.
    Source Title
    Australian Journal of Intelligent Information Processing Systems
    ISSN
    13212133
    Faculty
    School of Electrical Engineering & Computing
    Science and Engineering
    School
    Department of Computing
    Remarks

    An earlier version of this paper was presented at DIMEA '07 [36].

    URI
    http://hdl.handle.net/20.500.11937/21213
    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) game technologies 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 game technologies to prevent cheating. Finally, we discuss several P2P architectures designed to prevent cheating, highlighting their strengths and weaknesses.

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