Eighth IEEE International Symposium on Distributed Simulation and Real-Time Applications
DOI: 10.1109/ds-rt.2004.21
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FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games

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Cited by 26 publications
(16 citation statements)
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“…Depending on the synchronization algorithm used to support game sessions on action spaces, individual players could manipulate the game to gain unfair advantages, like returning to the social space with an additional arbitrary amount of virtual money. This problem can be mitigated if replicated simulation with player input synchronization is used [6,10]. If events are executed in the exact same order, using exactly the same simulation timestamps on the simulators of all nodes, then only one honest node is needed for the server-side to detect that an inconsistency has occurred and thus be able to deny the results offered by the instanced game session [6].…”
Section: The Instanced Game Modelmentioning
confidence: 99%
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“…Depending on the synchronization algorithm used to support game sessions on action spaces, individual players could manipulate the game to gain unfair advantages, like returning to the social space with an additional arbitrary amount of virtual money. This problem can be mitigated if replicated simulation with player input synchronization is used [6,10]. If events are executed in the exact same order, using exactly the same simulation timestamps on the simulators of all nodes, then only one honest node is needed for the server-side to detect that an inconsistency has occurred and thus be able to deny the results offered by the instanced game session [6].…”
Section: The Instanced Game Modelmentioning
confidence: 99%
“…This problem can be mitigated if replicated simulation with player input synchronization is used [6,10]. If events are executed in the exact same order, using exactly the same simulation timestamps on the simulators of all nodes, then only one honest node is needed for the server-side to detect that an inconsistency has occurred and thus be able to deny the results offered by the instanced game session [6]. However, this still leaves the possibility of occurrence of collusion cheats [6,10,21], where all replicas agree to perform illegal manipulations to the game state simultaneously.…”
Section: The Instanced Game Modelmentioning
confidence: 99%
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“…Many of the proposed P2P-based MMOG architectures are designed for scalability, but do not adequately handle the security of the system [1,2,4,7,9,14,15,20,27,31]. In addition, several of the proposed mechanisms to address cheating in P2P MMOGs are ad hoc solutions that cannot be adopted in other systems [3,11,26].…”
Section: Introductionmentioning
confidence: 99%
“…DaCAP (Liu and Lo, 2008) and FreeMMG (Cecin et al, 2004) rely on mutual monitoring among all players concerned, rather than a limited number of referees. They organise players into 'legal groups' according to their locality in the game world.…”
Section: Reactive Approachesmentioning
confidence: 99%