2014
DOI: 10.1002/sec.952
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SecureTCG: a lightweight cheating‐detection protocol for P2P multiplayer online trading card games

Abstract: Online gaming is today a very lucrative market, with millions of users all around the globe. At the same time, the increasing popularity and complexity of such games implies the need of deploying cheating‐detection mechanisms for ensuring the continuous interest of honest users in playing. The development of secure and efficient solutions for online games is, however, a challenging issue. This is especially true in P2P environments, in which the lack of a central trusted entity monitoring the game greatly faci… Show more

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Cited by 8 publications
(22 citation statements)
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References 34 publications
(41 reference statements)
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“…For example, in (PITTMAN;GAUTHIERDICKEY, 2013;SIMPLICIO JR. et al, 2014), the players may send after-match information to the server to prove that a user tried to cheat, e.g., by modifying the sequence or contents of their deck during a match. If a player sends to the server the list of cards employed by an adversary, the server should also be able to verify the usage of cards that were not under a malicious player's possession at the time of the match (e.g., because he/she had traded it earlier).…”
Section: Architecturementioning
confidence: 99%
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“…For example, in (PITTMAN;GAUTHIERDICKEY, 2013;SIMPLICIO JR. et al, 2014), the players may send after-match information to the server to prove that a user tried to cheat, e.g., by modifying the sequence or contents of their deck during a match. If a player sends to the server the list of cards employed by an adversary, the server should also be able to verify the usage of cards that were not under a malicious player's possession at the time of the match (e.g., because he/she had traded it earlier).…”
Section: Architecturementioning
confidence: 99%
“…When considering mobile applications, however, a peer-topeer (P2P) architecture may present advantages over the client-server one (PITTMAN; GAUTHIERDICKEY, 2013;SIMPLICIO JR. et al, 2014). The reason is that a clientserver model obliges players to have a continuous Internet connection when trading or playing, preventing them to do any of those actions otherwise.…”
Section: Motivationmentioning
confidence: 99%
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