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NETGAMES
2006
ACM

Hack-proof synchronization protocol for multi-player online games

14 years 5 months ago
Hack-proof synchronization protocol for multi-player online games
Synchronization protocols based on “dead-reckoning” are vulnerable to a popular type of cheat called speed-hack. A speed-hack helps a cheater to gain unfair advantages by essentially speeding up the actions of the avatar controlled by the cheater, so that the cheater can move, explore and gather items faster than honest players. This paper presents a novel version of a dead-reckoning protocol that is invulnerable to speed-hacks. Existing games based on dead-reckoning can easily be modified to use this hack-proof dead-reckoning protocol and how the protocol works on both client-server architecture and peer-to-peer (P2P) architecture will be demonstrated in this paper. Keywords Cheat prevention · Multiplayer online game · Speed-hack
Yeung Siu Fung
Added 14 Jun 2010
Updated 14 Jun 2010
Type Conference
Year 2006
Where NETGAMES
Authors Yeung Siu Fung
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