330 research outputs found

    Behaviour-Based Cheat Detection in Multiplayer Games with Event-B

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    Cheating is a key issue in multiplayer games as it causes unfairness which reduces legitimate users' satisfaction and is thus detrimental to game revenue. Many commercial solutions prevent cheats by reacting to speci c implementations of cheats. As a result, they respond more slowly to fast-changing cheat techniques. This work proposes a framework using Event-B to describe and detect cheats from server-visible game behaviours. We argue that this cheat detection is more resistant to changing cheat technique

    Cheat detection and security in video games

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    Adaptation to TV delays based on the user behavior towards a cheating-free second screen entertainment

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    Comunicação apresentada no ICEC, Isip International Conference on Entertainment Computing, 30 setembro a 2 de outubro 2015, Trondheim, NoruegaRecent advances in technology created new opportunities to enhance TV personalization, providing viewers with individualized ways to watch TV and to interact with its content. Second screen applications are promising vehicles to enhance the viewers’ experiences, but researchers need to take into account the effect that the TV delay has on viewers, in particular when watching broadcasted live events. In this paper, we propose a software-based solution to deal with TV delays. It is mainly directed for a gaming context in which the user has the means to control the synchronisation between the second screen application and the TV content. Taking this scenario into account, we implemented a cheating-detection mechanism to cope with the potential exploitation of the system by its users

    Secure referee selection for fair and responsive peer-to-peer gaming

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    Peer-to-Peer (P2P) architectures for Massively Multiplayer Online Games (MMOG) provide better scalability than Client/Server (C/S); however, they increase the possibility of cheating. Recently proposed P2P protocols use trusted referees that simulate/validate the game to provide security equivalent to C/S. When selecting referees from untrusted peers, selecting non-colluding referees becomes critical. Further, referees should be selected such that the range and length of delays to players is minimised (maximising game fairness and responsiveness). In this paper we formally define the referee selection problem and propose two secure referee selection algorithms, SRS-1 and SRS-2, to solve it. Both algorithms ensure the probability of corrupt referees controlling a zone/region is below a predefined limit, while attempting to maximise responsiveness and fairness. The trade-off between responsiveness and fairness is adjustable for both algorithms. Simulations of three different scenarios show the effectiveness of our algorithms

    Referee-based architectures for massively multiplayer online games

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    Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance of the virtual world. Current commercial MMOG use a Client/Server (C/S) architecture in which the server simulates and validates the game, and notifies players about the current game state. While C/S is very popular, it has several limitations: (i) C/S has poor scalability as the server is a bandwidth and processing bottleneck; (ii) all updates must be routed through the server, reducing responsiveness; (iii) players with lower client-to-server delay than their opponents have an unfair advantage as they can respond to game events faster; and (iv) the server is a single point of failure.The Mirrored Server (MS) architecture uses multiple mirrored servers connected via a private network. MS achieves better scalability, responsiveness, fairness, and reliability than C/S; however, as updates are still routed through the mirrored servers the problems are not eliminated. P2P network game architectures allow players to exchange updates directly, maximising scalability, responsiveness, and fairness, while removing the single point of failure. However, P2P games are vulnerable to cheating. Several P2P architectures have been proposed to detect and/or prevent game cheating. Nevertheless, they only address a subset of cheating methods. Further, these solutions require costly distributed validation algorithms that increase game delay and bandwidth, and prevent players with high latency from participating.In this thesis we propose a new cheat classification that reflects the levels in which the cheats occur: game, application, protocol, or infrastructure. We also propose three network game architectures: the Referee Anti-Cheat Scheme (RACS), the Mirrored Referee Anti-Cheat Scheme (MRACS), and the Distributed Referee Anti-Cheat Scheme (DRACS); which maximise game scalability, responsiveness, and fairness, while maintaining cheat detection/prevention equal to that in C/S. Each proposed architecture utilises one or more trusted referees to validate the game simulation - similar to the server in C/S - while allowing players to exchange updates directly - similar to peers in P2P.RACS is a hybrid C/S and P2P architecture that improves C/S by using a referee in the server. RACS allows honest players to exchange updates directly between each other, with a copy sent to the referee for validation. By allowing P2P communication RACS has better responsiveness and fairness than C/S. Further, as the referee is not required to forward updates it has better bandwidth and processing scalability. The RACS protocol could be applied to any existing C/S game. Compared to P2P protocols RACS has lower delay, and allows players with high delay to participate. Like in many P2P architectures, RACS divides time into rounds. We have proposed two efficient solutions to find the optimal round length such that the total system delay is minimised.MRACS combines the RACS and MS architectures. A referee is used at each mirror to validate player updates, while allowing players to exchange updates directly. By using multiple mirrored referees the bandwidth required by each referee, and the player-to mirror delays, are reduced; improving the scalability, responsiveness and fairness of RACS, while removing its single point of failure. Direct communication MRACS improves MS in terms of its responsiveness, fairness, and scalability. To maximise responsiveness, we have defined and solved the Client-to-Mirror Assignment (CMA) problem to assign clients to mirrors such that the total delay is minimised, and no mirror is overloaded. We have proposed two sets of efficient solutions: the optimal J-SA/L-SA and the faster heuristic J-Greedy/L-Greedy to solve CMA.DRACS uses referees distributed to player hosts to minimise the publisher / developer infrastructure, and maximise responsiveness and/or fairness. To prevent colluding players cheating DRACS requires every update to be validated by multiple unaffiliated referees, providing cheat detection / prevention equal to that in C/S. We have formally defined the Referee Selection Problem (RSP) to select a set of referees from the untrusted peers such that responsiveness and/or fairness are maximised, while ensuring the probability of the majority of referees colluding is below a pre-defined threshold. We have proposed two efficient algorithms, SRS-1 and SRS-2, to solve the problem.We have evaluated the performances of RACS, MRACS, and DRACS analytically and using simulations. We have shown analytically that RACS, MRACS and DRACS have cheat detection/prevention equivalent to that in C/S. Our analysis shows that RACS has better scalability and responsiveness than C/S; and that MRACS has better scalability and responsiveness than C/S, RACS, and MS. As there is currently no publicly available traces from MMOG we have constructed artificial and realistic inputs. We have used these inputs on all simulations in this thesis to show the benefits of our proposed architectures and algorithms

    Anomaly detection in competitive multiplayer games

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    As online video games rise in popularity, there has been a significant increase in fraudulent behavior and malicious activity. Numerous methods have been proposed to automate the identification and detection of such behaviors but most studies focused on situations with perfect prior knowledge of the gaming environment, particularly, in regards to the malicious behaviour being identified. This assumption is often too strong and generally false when it comes to real-world scenarios. For these reasons, it is useful to consider the case of incomplete information and combine techniques from machine learning and solution concepts from game theory that are better suited to tackle such settings, and automate the detection of anomalous behaviors. In this thesis, we focus on two major threats in competitive multiplayer games: intrusion and device compromises, and cheating and exploitation. The former is a knowledge-based anomaly detection, focused on understanding the technology and strategy being used by the attacker in order to prevent it from occurring. One of the major security concerns in cyber-security are Advanced Persistent Threats (APT). APTs are stealthy and constant computer hacking processes which can compromise systems bypassing traditional security measures in order to gain access to confidential information held in those systems. In online video games, most APT attacks leverage phishing and target individuals with fake game updates or email scams to gain initial access and steal user data, including but not limited to account credentials and credit card numbers. In our work, we examine the two player game called FlipIt to model covert compromises and stealthy hacking processes in partial observable settings, and show the efficiency of game theory concept solutions and deep reinforcement learning techniques to improve learning and detection in the context of fraud prevention. The latter defines a behavioral-based anomaly detection. Cheating in online games comes with many consequences for both players and companies; hence, cheating detection and prevention is an important part of developing a commercial online game. However, the task of manually identifying cheaters from the player population is unfeasible to game designers due to the sheer size of the player population and lack of test datasets. In our work, we present a novel approach to detecting cheating in competitive multiplayer games using tools from hybrid intelligence and unsupervised learning, and give proof-of-concept experimental results on real-world datasets

    Relativistic quantum cryptography

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    In this thesis we explore the benefits of relativistic constraints for cryptography. We first revisit non-communicating models and its applications in the context of interactive proofs and cryptography. We propose bit commitment protocols whose security hinges on communication constraints and investigate its limitations. We explain how some non-communicating models can be justified by special relativity and study the limitations of such models. In particular, we present a framework for analysing security of multiround relativistic protocols. The second part of the thesis is dedicated to analysing specific protocols. We start by considering a recently proposed two-round quantum bit commitment protocol. We propose a fault-tolerant variant of the protocol, present a complete security analysis and report on an experimental implementation performed in collaboration with an experimental group at the University of Geneva. We also propose a new, multiround classical bit commitment protocol and prove its security against classical adversaries. This demonstrates that in the classical world an arbitrarily long commitment can be achieved even if the agents are restricted to occupy a finite region of space. Moreover, the protocol is easy to implement and we report on an experiment performed in collaboration with the Geneva group.Comment: 123 pages, 9 figures, many protocols, a couple of theorems, certainly not enough commas. PhD thesis supervised by Stephanie Wehner at Centre for Quantum Technologies, Singapor

    Design Issues for Peer-to-Peer Massively Multiplayer Online Games.

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    Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale, and while classical Client/Server (C/S) architectures convey some benefits, they suffer from significant technical and commercial drawbacks. This realisation has sparked intensive research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This paper articulates a comprehensive set of six design issues to be addressed by P2P MMOGs, namely Interest Management (IM), game event dissemination, Non-Player Character (NPC) host allocation, game state persistency, cheating mitigation and incentive mechanisms. Design alternatives for each issue are systematically compared, and their interrelationships discussed. We further evaluate how well representative P2P MMOG architectures fulfil the design criteria
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