2012
DOI: 10.1002/sec.627
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Secure event signature protocol for peer‐to‐peer massive multiplayer online games using bilinear pairing

Abstract: With the development of the Internet, multiplayer online games are rapidly replacing the traditional single-player games. The peer-to-peer architecture, which is suitable for massive multiplayer online games, is being considered as the replacement for traditional client-server architecture. Because the current solutions cannot prevent the cheating problems to gain unfair advantages in these games completely, we summarize the problems existing in some event signature protocols for peer-to-peer online games and … Show more

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Cited by 2 publications
(2 citation statements)
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“…Later Li et al proposed another scheme to prevent the replay attack by adding a unique game session number, while the forgery attack still exits [15]. In 2013, Yuan et al proposed a new secure event signature protocol [16]. His protocol based on the discrete algorithms and bilinear pairing overcomes the forgery attack and replay attack, providing higher security service than other protocols introduced above.…”
Section: Introductionmentioning
confidence: 99%
“…Later Li et al proposed another scheme to prevent the replay attack by adding a unique game session number, while the forgery attack still exits [15]. In 2013, Yuan et al proposed a new secure event signature protocol [16]. His protocol based on the discrete algorithms and bilinear pairing overcomes the forgery attack and replay attack, providing higher security service than other protocols introduced above.…”
Section: Introductionmentioning
confidence: 99%
“…In the last decade, alongside the expansion of online communication, we face a change in the perception of the digital game, from one in which a single player competes against the computer, to one in which a dramatically growing number of players participate in social network games, or Mass Multiplayer Online Games (Yee, 2006;Yuan, Hu, Li, & Chu, 2013). For example, in December 2009, some 276 million people regularly played social network games on Facebook (App Leaderboard-Games in: Whon, Lee, Sung, & Bjurnrud, 2010).…”
Section: Introductionmentioning
confidence: 99%