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NETGAMES
2004
ACM

A cheat controlled protocol for centralized online multiplayer games

10 years 5 months ago
A cheat controlled protocol for centralized online multiplayer games
Ordering of command messages from the clients at the game servers is an important issue that impacts fairness, response times, and smoothness of the game play. Recently, protocols based on “reaction” times were proposed to order the command messages. This paper presents a protocol that can be used to control cheating in reaction time based message ordering schemes. We examine the performance of the proposed protocol by emulating wide-area game play scenarios on the Planet-Lab. The results from the experiments indicate that the proposed protocol is able to dramatically reduce the cheating opportunities that exist for the clients. Categories and Subject Descriptors C.2 COMPUTER-COMMUNICATION NETWORKS C.2.4 Distributed Systems Distributed applications General Terms Algorithms, Performance Keywords Cheat prevention, multiplayer online games, time cheating
Bei Di Chen, Muthucumaru Maheswaran
Added 30 Jun 2010
Updated 30 Jun 2010
Type Conference
Year 2004
Where NETGAMES
Authors Bei Di Chen, Muthucumaru Maheswaran
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