12th IEEE International Conference on Engineering Complex Computer Systems (ICECCS 2007) 2007
DOI: 10.1109/iceccs.2007.11
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A Novel Approach to the Detection of Cheating in Multiplayer Online Games

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Cited by 36 publications
(14 citation statements)
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References 9 publications
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“…Similarly, predictions can be used to implement a map hack attack, i.e., displaying objects/avatars the player is not supposed to see (e.g., behind walls). Such aids can be detected using player behavior analysis tools [22]. Note that such cheats apply to normal dead reckoning as well.…”
Section: Discussionmentioning
confidence: 99%
“…Similarly, predictions can be used to implement a map hack attack, i.e., displaying objects/avatars the player is not supposed to see (e.g., behind walls). Such aids can be detected using player behavior analysis tools [22]. Note that such cheats apply to normal dead reckoning as well.…”
Section: Discussionmentioning
confidence: 99%
“…The two frameworks are both based on the assumption that each player can be assigned a rank which determines the probability of the outcomes of their games, and determines cheating by observing the difference from resulting ranks and expected ranks. Another novel cheat detection design was proposed by Laurens et al [17], which we have discussed in previous sections. The design statistically analyses server-side observable behaviour for indications of cheating.…”
Section: Related Workmentioning
confidence: 99%
“…However, games can remain vulnerable to particular cheats in this defense process. This work is inspired by Laurens et al [17], a proof-of-concept solution that calculates game behaviours for indications of cheating. This work attempts to formalise the description of game behaviours using Event-B and provides a behaviour analysis method for detecting cheating.…”
Section: Introductionmentioning
confidence: 99%
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