55 research outputs found

    A spatial publish subscribe overlay for massively multiuser virtual environments

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    Proceedings of the International Conference on Electronics and Information Engineering, 2010, v. 2, p. 314-318Peer-to-peer (P2P) architectures have become popular for designing scalable virtual environments (VEs) in recent years. However, one question that remains is whether a single overlay can be flexible enough to support different types of VEs. We present S-VON, a P2P overlay that attempts this goal by providing spatial publish / subscribe (SPS) services. Besides flexibility, S-VON also aims to be practical and efficient by utilizing super-peers and considering the physical topology (i.e., network distance) to reduce latencies. Our simulations show that super-peers provide a unique design space where both bandwidth usage and latencies can be effectively reduced, such that even a crowded Second Life region can be hosted with residential ADSL. © 2010 IEEE.published_or_final_versio

    Network security isn\u27t all fun and games: An analysis of information transmitted whileplaying Team Fortress 2

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    In the world of online gaming, information is exchanged as a matter of course. What information is exchanged behind the scenes is something that is not obvious to the casual user. People who play these games trust that the applications they are using are securely written and in this case, communicate securely. This paper looks at the traffic that is transmitted by the game Team Fortress 2 and incidentally the supporting authentication traffic of the Steam network. It was discovered through packet analysis that there is quite a lot of information which should be kept private being broadcast in the clear. Information discovered as a result of traffic capture and analysis included users IDs, and of greater concern, the remote console password. While this information may seem trivial, discovery of such information may lead to compromise of the game server, leaving it open to be controlled by someone with malicious intent

    Network security isn\u27t all fun and games: an analysis of information transmitted whilst playing Team Fortress 2

    Get PDF
    In the world of online gaming, information is exchanged as a matter of course. What information is exchanged behind the scenes is something that is not obvious to the casual user. People who play these games trust that the applications they are using are securely written and in this case, communicate securely. This paper looks at the traffic that is transmitted by the game Team Fortress 2 and incidentally the supporting authentication traffic of the Steam network. It was discovered through packet analysis that there is quite a lot of information which should be kept private being broadcast in the clear. Information discovered as a result of traffic capture and analysis included users IDs, and of greater concern, the remote console password. While this information may seem trivial, discovery of such information may lead to compromise of the game server, leaving it open to be controlled by someone with malicious intent

    Evaluation of Scalability and Communication in MMOGs

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    Massively Multiplayer Online Games (MMOGs) can involve millions of synchronous players scattered across the world and participating with each other within a single shared game. One of the most significant issues in MMOGs is scalability and it is impact on the responsiveness and the quality of the game. In this paper, we propose a new architecture to increase the scalability without affecting the responsiveness of the game, using a hybrid Peer-to-Peer system. This mechanism consists of central servers to control and manage the game state, as well as super-peer and clone-super-peer to control and manage sub-networks of nodes sharing common regions of the game world. We use the OPNET Modeler to simulate the system and compare the results with client/server system to show the difference in delay and traffic received for various applications such as remote login, database, HTTP, and FTP sessions which are all part of an MMOG system. We use four scenarios for each system to evaluate the scalability of the system with different number of peers (i.e.125, 250, 500, and 1000 peers). The results show that the hybrid P2P system is more scalable for MMOGs when compared with client/server system

    Cheating in networked computer games: a review

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    The increasing popularity of Massively Multiplayer Online Games (MMOG) - games involving thousands of players participating simultaneously in a single virtual world - has highlighted the scalability bottlenecks present in centralised Client/Server (C/S) architectures. Researchers are proposing Peer-to-Peer (P2P) architectures as a scalable alternative to C/S; however, P2P is more vulnerable to cheating as it decentralises the game state and logic to un-trusted peer machines, rather than using trusted centralised servers. Cheating is a major concern for online games, as a minority of cheaters can potentially ruin the game for all players. In this paper we present a review and classification of known cheats, and provide real-world examples where possible. Further, we discuss counter measures used by C/S architectures to prevent cheating. Finally, we discuss several P2P architectures designed to prevent cheating, highlighting their strengths and weaknesses

    Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments

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    Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other sensors, combined with wireless networking, a pervasive game can respond to player's movements and context and enable them to communicate with a game engine and other players. We review our recent deployment examples of pervasive games in order to explain their distinctive characteristics as wireless ad-hoc networking applications. We then identify the network support challenges of scaling pervasive games to include potentially mass numbers of players across extremely heterogeneous and unreliable networks. We propose a P2P overlay capable of storing large amount of game related data, which is the key to combating the loss of coverage and potential dishonesty of players. The proposed protocol decreases the deployment costs of the gaming infrastructure by self organization and utilizing storage space of users' devices. We demonstrate scalability and increased availability of data offered by the proposed protocol in simulation based evaluatio
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