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NETGAMES
2006
ACM

Cheat detection for MMORPG on P2P environments

14 years 5 months ago
Cheat detection for MMORPG on P2P environments
In recent years, MMORPG has become popular. In order to improve scalability of game system, several P2P-based architectures have been proposed. However, in P2P-based gaming architecture, cheats by malicious players may more likely occur than traditional centralized architecture, since most of game data is handled by player nodes. In this paper, we propose a new method for detecting cheat in MMORPG which supposes typical P2P-based event delivery architecture where the entire game space is divided into subareas and a responsible node (selected from player nodes) delivers each event happened in the subarea to player nodes there every predetermined time interval called timeslot. In the proposed method, we introduce multiple monitor nodes (selected from player nodes) which monitor the game state and detect cheat when it happens. In order to allow monitor nodes to track the correct game state for the corresponding subarea, we let monitor nodes and a responsible node retain a random number s...
Takato Izaiku, Shinya Yamamoto, Yoshihiro Murata,
Added 14 Jun 2010
Updated 17 Jun 2012
Type Conference
Year 2006
Where NETGAMES
Authors Takato Izaiku, Shinya Yamamoto, Yoshihiro Murata, Naoki Shibata, Keiichi Yasumoto, Minoru Ito
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