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Watchmen: Scalable Cheat-Resistant Support for Distributed Multi-player Online Games

机译:守望者:分布式多人在线游戏的可扩展的防欺诈支持

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Multi-player online games are inherently distributed applications, and a wide range of distributed architectures have been proposed. However, only few successful commercial systems follow such approaches, even given their benefits, due to one main hurdle: the easiness with which cheaters can disrupt the game state computation and dissemination, perform illegal actions, or unduly gain access to sensitive information. The challenge is that any measures used to address cheating must meet the heavy scalability and tight latency requirements of fast paced games. We propose Watchmen, the first distributed scalable protocol designed with cheat detection and prevention in mind that supports fast paced games. It is based on a randomized dynamic proxy scheme for both the dissemination and verification of actions. Furthermore, Watchmen reduces the information exposed to players close to the minimum required to render the game. We build our proof-of-concept prototype on top of Quake III. We show that Watchmen, while scaling to hundreds of players and meeting the tight latency requirements of first person shooter games, is able to significantly reduce opportunities to cheat, even in the presence of collusion.
机译:多玩家在线游戏本质上是分布式应用程序,并且已经提出了各种各样的分布式体系结构。然而,由于以下主要障碍,成功的商业系统中只有极少数成功采用这种方法,即使有其好处:作弊者容易破坏游戏状态的计算和传播,执行非法行为或不适当地获取敏感信息。挑战在于,用于解决欺诈问题的任何措施都必须满足快速游戏的高可扩展性和严格的延迟要求。我们提出了Watchmen,这是第一个分布式可扩展协议,设计时考虑了作弊检测和预防,可支持快速游戏。它基于用于分发和验证动作的随机动态代理方案。此外,守望者将暴露给玩家的信息减少到接近渲染游戏所需的最低限度。我们在Quake III之上构建概念验证原型。我们证明了守望者可以扩展到数百名玩家并满足第一人称射击游戏的严格延迟要求,即使在存在合谋的情况下,也能够显着减少作弊的机会。

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