CheatProof Playout for Centralized and Distributed Online Games - PowerPoint PPT Presentation

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CheatProof Playout for Centralized and Distributed Online Games

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Online Games. Baughman, Levine. U.of Massachusetts. INFOCOM 2001. General Idea. Cheating is prevalent in online games. Some kinds of cheats (the authors think) are: ... – PowerPoint PPT presentation

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Title: CheatProof Playout for Centralized and Distributed Online Games


1
Cheat-Proof Playoutfor Centralized and
Distributed Online Games
  • Baughman, Levine
  • U.of Massachusetts
  • INFOCOM 2001

2
General Idea
  • Cheating is prevalent in online games
  • Some kinds of cheats (the authors think) are
  • Suppress-Correct
  • Lookahead
  • Knowledge of others secrets
  • They introduce protocol improvements to address
    each

3
Terminology
  • Client/server vs. distributed
  • Client/server provides more control, not enough,
    they claim
  • Dead reckoning compensation for latency by
    guessing where players position is
  • They claim the servers do this for clients
  • Seems like this is only done by clients
  • Bucket synchronization
  • One bucket per time unit, with players moves as
    received
  • Missing moves are dead reckoned from previous
    bucket(s)

4
Suppress-Correct Cheat
  • Assume bucket synchronizing server
  • Server drops you after n missed client updates,
    dead reckons up to that
  • Miss n-1 updates, use the later knowledge of game
    state to send an advantageous nth move. Oooh.
  • One solution is the stop and wait protocol
  • No dead reckoning
  • Get each players moves, then move to next state

5
Lookahead Cheat
  • Under stop-and-wait protocol
  • Under distributed games
  • Be the last one to send out your move
  • Oooh you gain one frame

6
Contribution No More Lookahead Cheats for
Distributed Games
  • Use a stop-and-wait protocol called LockStep
  • Solve the lookahead cheat with hashes
  • Players send hashes of their decisions to each
    other
  • Then they send their actual moves
  • All can verify the moves and hashes go together
  • Disadvantage slow

7
Contribution Faster LockStep
  • Enhanced version only does LockStep playout for
    players within each others Sphere of Influence

8
Why These Dont Wow Me
  • I believe clients dead reckon, servers dont
    there is no suppress-correct cheat
  • There are stop-and-wait games. But the time
    resolution is very fine. One extra move is lost
    in the noise
  • LockStep requires knowledge of where all players
    are

9
Last, Best Contribution Secret Possesions
  • For distributed games
  • Case 1 clients all know what secrets players
  • Case 2 clients can lie about what they have
  • Currently we have Case 1
  • Move to Case 2, but players send out promise
    messages with hashes of what they have
  • Verified by 3rd party
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