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Integrating Players, Reputation and Ranking to Manage\ud Cheating in MMOGs

机译:整合玩家,声誉和排名来管理\ ud 在MMOG中作弊

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摘要

In this paper, we propose an approach that uses in-game\udreputation as a solution to the problem of cheating in massively\udmultiplayer online games. What constitutes cheating\udis however quite context-specific and subjective, and there is\udno universal view. Thus our approach aims to adjust to the\udparticular forms of cheating to which players object rather\udthan deciding a priori which forms of cheating should be\udcontrolled.\udThe main feature of our approach is an architecture and\udmodel for maintaining player-based and context-appropriate\udtrust and reputation measures, with the integration of these\udinto the game’s ranking system. When an avatar loses reputation,\udour approach intervenes to reduce its ranking. It\udis envisaged that players will come to attach value to reputation\udin its own right. We also present the results of relatively\udlarge-scale simulations of various scenarios involving\udsequences of encounters between players, with an initial implementation\udof our reputation and ranking model in place,\udto observe the impact on cheaters (and non-cheaters).
机译:在本文中,我们提出了一种使用游戏中/口碑化来解决大规模\ udmultiplayer在线游戏中作弊问题的方法。构成作弊的行为是相当特定于上下文和主观的,并且没有普遍的看法。因此,我们的方法旨在适应玩家反对的特殊作弊形式,而不是先验应该控制哪种作弊形式。\ ud我们方法的主要特征是用于维护基于玩家的作弊的体系结构和udmodel以及与上下文相关的\ udtrust和声誉度量,并将这些\ udin集成到游戏的排名系统中。当化身失去声望时,\ udour方法会干预以降低其排名。它认为,玩家将自己来为声誉赋予价值。我们还展示了各种场景的相对\大规模模拟结果,涉及\玩家之间相遇的偶然性,并初步实施了\ ud我们的声誉和排名模型,\ ud观察了对作弊者(和非作弊者)的影响。

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