Cheating in networked computer games: a review
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-...
| Main Authors: | , |
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| Format: | Conference Paper |
| Published: |
Association for Computing Machinery (ACM)
2007
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| Online Access: | http://doi.acm.org/10.1145/1306813.1306839 http://hdl.handle.net/20.500.11937/10134 |
| _version_ | 1848746148675715072 |
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| author | Webb, Steven Soh, Sieteng |
| author_facet | Webb, Steven Soh, Sieteng |
| author_sort | Webb, Steven |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | 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. |
| first_indexed | 2025-11-14T06:28:39Z |
| format | Conference Paper |
| id | curtin-20.500.11937-10134 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T06:28:39Z |
| publishDate | 2007 |
| publisher | Association for Computing Machinery (ACM) |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-101342019-02-19T05:35:29Z Cheating in networked computer games: a review Webb, Steven Soh, Sieteng Cheating peer-to-peer networked computer games client/server 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. 2007 Conference Paper http://hdl.handle.net/20.500.11937/10134 http://doi.acm.org/10.1145/1306813.1306839 Association for Computing Machinery (ACM) fulltext |
| spellingShingle | Cheating peer-to-peer networked computer games client/server Webb, Steven Soh, Sieteng Cheating in networked computer games: a review |
| title | Cheating in networked computer games: a review |
| title_full | Cheating in networked computer games: a review |
| title_fullStr | Cheating in networked computer games: a review |
| title_full_unstemmed | Cheating in networked computer games: a review |
| title_short | Cheating in networked computer games: a review |
| title_sort | cheating in networked computer games: a review |
| topic | Cheating peer-to-peer networked computer games client/server |
| url | http://doi.acm.org/10.1145/1306813.1306839 http://hdl.handle.net/20.500.11937/10134 |