Round length optimisation for P2P network gaming

The Referee Anti-Cheat Scheme (RACS) increases the scalability of Client/Server (C/S) games by allowing clients to exchange updates directly. Further, RACS maintains the security of C/S as the trusted referee (running on the server) is the game authority, simulating all client updates to validate th...

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Main Authors: Webb, Steven, Soh, Sieteng
Format: Conference Paper
Published: Curtin University 2007
Subjects:
Online Access:http://hdl.handle.net/20.500.11937/45681
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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 Referee Anti-Cheat Scheme (RACS) increases the scalability of Client/Server (C/S) games by allowing clients to exchange updates directly. Further, RACS maintains the security of C/S as the trusted referee (running on the server) is the game authority, simulating all client updates to validate the simulation. In RACS time is divided into rounds, and every player generates one update per round. The round length d is bounded by dmax which is specified by the game developer. The referee may reduce d to increase game responsiveness for players. Existing approaches to adjust d require purely distributed algorithms as they do not have a trusted central authority. These algorithms are slow and use considerable bandwidth. In this paper we propose a delay model for RACS, and two centralised algorithms to calculate d for maximum responsiveness - an optimal brute force approach and an efficient voting algorithm. We use simulation to show that the voting algorithm produces nearly optimal results, and analytical analysis to show that its processing requirements are far lower than the brute force approach.
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institution Curtin University Malaysia
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spelling curtin-20.500.11937-456812017-01-30T15:22:35Z Round length optimisation for P2P network gaming Webb, Steven Soh, Sieteng P2P gaming MMOG The Referee Anti-Cheat Scheme (RACS) increases the scalability of Client/Server (C/S) games by allowing clients to exchange updates directly. Further, RACS maintains the security of C/S as the trusted referee (running on the server) is the game authority, simulating all client updates to validate the simulation. In RACS time is divided into rounds, and every player generates one update per round. The round length d is bounded by dmax which is specified by the game developer. The referee may reduce d to increase game responsiveness for players. Existing approaches to adjust d require purely distributed algorithms as they do not have a trusted central authority. These algorithms are slow and use considerable bandwidth. In this paper we propose a delay model for RACS, and two centralised algorithms to calculate d for maximum responsiveness - an optimal brute force approach and an efficient voting algorithm. We use simulation to show that the voting algorithm produces nearly optimal results, and analytical analysis to show that its processing requirements are far lower than the brute force approach. 2007 Conference Paper http://hdl.handle.net/20.500.11937/45681 Curtin University fulltext
spellingShingle P2P
gaming
MMOG
Webb, Steven
Soh, Sieteng
Round length optimisation for P2P network gaming
title Round length optimisation for P2P network gaming
title_full Round length optimisation for P2P network gaming
title_fullStr Round length optimisation for P2P network gaming
title_full_unstemmed Round length optimisation for P2P network gaming
title_short Round length optimisation for P2P network gaming
title_sort round length optimisation for p2p network gaming
topic P2P
gaming
MMOG
url http://hdl.handle.net/20.500.11937/45681