Proceedings of the 14th International Workshop on Network and Operating Systems Support for Digital Audio and Video 2004
DOI: 10.1145/1005847.1005877
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Low latency and cheat-proof event ordering for peer-to-peer games

Abstract: We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this architecture. Previous event ordering protocols prevent several types of cheats at the expense of operating at the latency of the slowest player. We broaden the definition of cheating to include four common protocol level cheats and demonstrate how NEO prevents these cheats. At the same time, NEO has a playout latency independent of networ… Show more

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Cited by 81 publications
(61 citation statements)
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“…This gives TCGs some advantage in preventing cheating since certain types of cheats no longer apply when time constraints are not tightly bound. For example, research in the past has looked at cheating in specific types of games such as role-playing, first-person shooters, and real-time strategy games [2]- [4]. However, this prior work does not address cheating within the actual game such as by not actually shuffling cards, or choosing your most desired card instead of the next one from the top of your deck.…”
Section: Introductionmentioning
confidence: 99%
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“…This gives TCGs some advantage in preventing cheating since certain types of cheats no longer apply when time constraints are not tightly bound. For example, research in the past has looked at cheating in specific types of games such as role-playing, first-person shooters, and real-time strategy games [2]- [4]. However, this prior work does not address cheating within the actual game such as by not actually shuffling cards, or choosing your most desired card instead of the next one from the top of your deck.…”
Section: Introductionmentioning
confidence: 99%
“…Cheating in games can be categorized by the level at which it occurs: the game, application, protocol or network [4]. Much of the research in cheat prevention in games has looked at preventing protocol or application level cheats, i.e., those cheats which occur by modifying network protocol behavior or altering the application in order to gain an unfair advantage [2]- [4], [6], [7].…”
Section: Introductionmentioning
confidence: 99%
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“…It also creates new problems such as referee election and extra latency which may diminish the benefit of P2P overlay. Other anti-cheat systems [5]- [7] mainly rely on majority voting. Unfortunately, although it is efficient to solve consistency problem, majority voting is helpless to information exposure attacks.…”
Section: Introductionmentioning
confidence: 99%
“…Under this aspect Baughman [4] first introduced the Lockstep synchronisation. Later, improvements and variations were proposed for distributed and peer to peer games such as the New Event Ordering protocol from GauthierDickey [5] and the Fair Synchronisation Protocol from Chen and Maheswaran [6] among others.…”
Section: Introductionmentioning
confidence: 99%