A survey on network game cheats and P2P solutions
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: | Journal Article |
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Australian National University
2008
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| Online Access: | http://hdl.handle.net/20.500.11937/21213 |
| _version_ | 1848750527225004032 |
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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) 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. |
| first_indexed | 2025-11-14T07:38:15Z |
| format | Journal Article |
| id | curtin-20.500.11937-21213 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T07:38:15Z |
| publishDate | 2008 |
| publisher | Australian National University |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-212132017-01-30T12:23:51Z A survey on network game cheats and P2P solutions 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) 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. 2008 Journal Article http://hdl.handle.net/20.500.11937/21213 Australian National University fulltext |
| spellingShingle | Cheating peer-to-peer networked computer games client/server Webb, Steven Soh, Sieteng A survey on network game cheats and P2P solutions |
| title | A survey on network game cheats and P2P solutions |
| title_full | A survey on network game cheats and P2P solutions |
| title_fullStr | A survey on network game cheats and P2P solutions |
| title_full_unstemmed | A survey on network game cheats and P2P solutions |
| title_short | A survey on network game cheats and P2P solutions |
| title_sort | survey on network game cheats and p2p solutions |
| topic | Cheating peer-to-peer networked computer games client/server |
| url | http://hdl.handle.net/20.500.11937/21213 |