2008
DOI: 10.1145/2043628.2043633
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Server-side verification of client behavior in online games

Abstract: Online gaming is a lucrative and growing industry but one that is slowed by cheating that compromises the gaming experience and hence drives away players (and revenue). In this paper we develop a technique by which game developers can enable game operators to validate the behavior of game clients as being consistent with valid execution of the sanctioned client software. Our technique employs symbolic execution of the client software to extract constraints on clientside state implied by each client-to-server m… Show more

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Cited by 29 publications
(28 citation statements)
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“…WAVES avoids these inconsistencies for applications where the server validation code is correct by simply replicating that code for the client. Two related works also avoid these inconsistencies but for applications where the client validation is correct: Ripley [21] and [22]. These two classes of work are therefore complementary for legacy applications.…”
Section: Improper Input Validationmentioning
confidence: 99%
See 1 more Smart Citation
“…WAVES avoids these inconsistencies for applications where the server validation code is correct by simply replicating that code for the client. Two related works also avoid these inconsistencies but for applications where the client validation is correct: Ripley [21] and [22]. These two classes of work are therefore complementary for legacy applications.…”
Section: Improper Input Validationmentioning
confidence: 99%
“…The most germane work, Ripley [21] and [22], could seemingly be used to meet the same objective: write validation code once (on the client) and allow the system to automatically replicate it elsewhere (on the server). However, there is a crucial benefit to writing validation code on the server instead of the client: all constraints, whether static (not dependent on the server's database, file system, etc.)…”
Section: New Applications and Interactivitymentioning
confidence: 99%
“…Server-side bot detection requires some resources to analyze the data that is collected, however, and could possibly be circumvented by a bot program [12]. Once a bot is removed from the game, the bot creator can easily change the program to avoid the behavior that resulted in detection.…”
Section: Related Workmentioning
confidence: 99%
“…Finally, Bethea et al [2] recently described an approach and associated tool to perform online verification that a sequence of inputs received at the server could have been generated by an honest client. Like MAX, their tool combines the results of symbolic execution with state information derived from concrete execution.…”
Section: Related Workmentioning
confidence: 99%