829 research outputs found

    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

    Generalized Geologic Map for Land-Use Planning: Knott County, Kentucky

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    This map is not intended to be used for selecting individual sites. Its purpose is to inform land-use planners, government officials, and the public in a general way about geologic bedrock conditions that affect the selection of sites for various purposes. The properties of thick soils may supercede those of the underlying bedrock and should be considered on a site-to-site basis. At any site, it is important to understand the characteristics of both the soils and the underlying rock

    Generalized Geologic Map for Land-Use Planning: Letcher County, Kentucky

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    This map is not intended to be used for selecting individual sites. Its purpose is to inform land-use planners, government officials, and the public in a general way about geologic bedrock conditions that affect the selection of sites for various purposes. The properties of thick soils may supercede those of the underlying bedrock and should be considered on a site-to-site basis. At any site, it is important to understand the characteristics of both the soils and the underlying rock

    Generalized Geologic Map for Land-Use Planning: Harlan County, Kentucky

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    This map is not intended to be used for selecting individual sites. Its purpose is to inform land-use planners, government officials, and the public in a general way about geologic bedrock conditions that affect the selection of sites for various purposes. The properties of thick soils may supercede those of the underlying bedrock and should be considered on a site-to-site basis. At any site, it is important to understand the characteristics of both the soils and the underlying rock

    Generalized Geologic Map for Land-Use Planning: Leslie County, Kentucky

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    This map is not intended to be used for selecting individual sites. Its purpose is to inform land-use planners, government officials, and the public in a general way about geologic bedrock conditions that affect the selection of sites for various purposes. The properties of thick soils may supercede those of the underlying bedrock and should be considered on a site-to-site basis. At any site, it is important to understand the characteristics of both the soils and the underlying rock

    Generalized Geologic Map for Land-Use Planning: Perry County, Kentucky

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    This map is not intended to be used for selecting individual sites. Its purpose is to inform land-use planners, government officials, and the public in a general way about geologic bedrock conditions that affect the selection of sites for various purposes. The properties of thick soils may supercede those of the underlying bedrock and should be considered on a site-to-site basis. At any site, it is important to understand the characteristics of both the soils and the underlying rock

    Thermal Adaptation of Westslope Cutthroat Trout

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    Populations of westslope cutthroat trout (Oncorhynchus clarkii lewisi), a State species of special concern, have declined throughout their native range. Genetic introgressions, mainly from rainbow trout (O. mykiss), but also from Yellowstone cutthroat trout (O. c. bouvieri), and habitat loss are believed to be the leading causes of this decline. Populations that remain are often small and isolated, thereby increasing their risk of inbreeding depression and extinction. Translocation projects may offer a solution by infusing new genetic material into populations and potentially increasing their probability of persistence. However, local adaptations must be considered when selecting a donor population. We investigated thermal adaptations of four wild populations of westslope cutthroat trout from the Missouri River drainage and one hatchery population from the Washoe Park Trout Hatchery, Anaconda, Montana. Two wild populations were deemed to be from warm streams and two from cold streams. Fish were spawned streamside and at the hatchery. The resulting embryos were placed in experimental systems at 8, 10, and 14 °C. Survival was monitored throughout incubation. Post-embryonic growth was measured 90 days after hatching. Relationships between population performance and natal stream thermal characteristics were examined for adaptive differences

    The Broadband XMM-Newton and NuSTAR X-ray Spectra of Two Ultraluminous X-ray Sources in the Galaxy IC 342

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    We present results for two Ultraluminous X-ray Sources (ULXs), IC 342 X-1 and IC 342 X-2, using two epochs of XMM-Newton and NuSTAR observations separated by ∼\sim7 days. We observe little spectral or flux variability above 1 keV between epochs, with unabsorbed 0.3--30 keV luminosities being 1.04−0.06+0.08×10401.04^{+0.08}_{-0.06} \times 10^{40} erg s−1^{-1} for IC 342 X-1 and 7.40±0.20×10397.40\pm0.20 \times 10^{39} erg s−1^{-1} for IC 342 X-2, so that both were observed in a similar, luminous state. Both sources have a high absorbing column in excess of the Galactic value. Neither source has a spectrum consistent with a black hole binary in low/hard state, and both ULXs exhibit strong curvature in their broadband X-ray spectra. This curvature rules out models that invoke a simple reflection-dominated spectrum with a broadened iron line and no cutoff in the illuminating power-law continuum. X-ray spectrum of IC 342 X-1 can be characterized by a soft disk-like black body component at low energies and a cool, optically thick Comptonization continuum at high energies, but unique physical interpretation of the spectral components remains challenging. The broadband spectrum of IC 342 X-2 can be fit by either a hot (3.8 keV) accretion disk, or a Comptonized continuum with no indication of a seed photon population. Although the seed photon component may be masked by soft excess emission unlikely to be associated with the binary system, combined with the high absorption column, it is more plausible that the broadband X-ray emission arises from a simple thin blackbody disk component. Secure identification of the origin of the spectral components in these sources will likely require broadband spectral variability studies.Comment: 12 pages, 11 figures, 5 Tables, Accepted for publication in The Astrophysical Journa

    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
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