Low-Latency and Cheat-proof Event Ordering for Distributed Games

作者: Chris GauthierDickey , Daniel Zappala , Virginia Lo

DOI:

关键词:

摘要: In this paper, we describe a new protocol for ordering events in peer-to-peer games that is provably cheat-proof. We how can optimize to react changing delays and congestion the network. validate our through simulations demon- strate its feasibility as real-time, interactive protoco l. To knowledge, first both cheat-proof maintains low latency required by interactive, real-time games.

参考文章(14)
Ashwin R. Bharambe, Sanjay Rao, Srinivasan Seshan, Mercury: a scalable publish-subscribe system for internet games network and system support for games. pp. 3- 9 ,(2002) , 10.1145/566500.566501
Chris Gauthier Dickey, Daniel Zappala, Virginia Lo, A fully distributed architecture for massively multiplayer online games Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04 Network and system support for games - SIGCOMM 2004 Workshops. pp. 171- 171 ,(2004) , 10.1145/1016540.1016566
L. Gautier, C. Diot, J. Kurose, End-to-end transmission control mechanisms for multiparty interactive applications on the Internet IEEE INFOCOM '99. Conference on Computer Communications. Proceedings. Eighteenth Annual Joint Conference of the IEEE Computer and Communications Societies. The Future is Now (Cat. No.99CH36320). ,vol. 3, pp. 1470- 1479 ,(1999) , 10.1109/INFCOM.1999.752168
Kang Li, Shanshan Ding, Doug McCreary, Steve Webb, Analysis of state exposure control to prevent cheating in online games Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video - NOSSDAV '04. pp. 140- 145 ,(2004) , 10.1145/1005847.1005878
James Nichols, Mark Claypool, The effects of latency on online madden NFL football Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video - NOSSDAV '04. pp. 146- 151 ,(2004) , 10.1145/1005847.1005879
N.E. Baughman, B.N. Levine, Cheat-proof playout for centralized and distributed online games international conference on computer communications. ,vol. 1, pp. 104- 113 ,(2001) , 10.1109/INFCOM.2001.916692
M. Castro, P. Druschel, A.-M. Kermarrec, A.I.T. Rowstron, Scribe: a large-scale and decentralized application-level multicast infrastructure IEEE Journal on Selected Areas in Communications. ,vol. 20, pp. 1489- 1499 ,(2002) , 10.1109/JSAC.2002.803069
B. Knutsson, Honghui Lu, Wei Xu, B. Hopkins, Peer-to-peer support for massively multiplayer games international conference on computer communications. ,vol. 1, pp. 107- ,(2004) , 10.1109/INFCOM.2004.1354485