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here, the focus is on multiplayer online games

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§6 Cheating Prevention

„

traditional cheating in computer games

„cracking the copy protection

„fiddling with the binaries: boosters, trainers, etc.

„

here, the focus is on multiplayer online games

„exploiting technical advantages

„exploiting social advantages

„

cheaters’ motivations

„vandalism

„dominance

Goals

„

protect the sensitive information

„cracking passwords

„pretending to be an administrator

„

provide a fair playing field

„tampering the network traffic

„colluding with other players

„

uphold justice inside the game world

„abusing beginners

„gangs

Shared-space technologies

Augmented Reality

Virtual Reality Physical

Reality

Tele- presence

Transportation Artificiality

local remote

synthetic

physical

(source: Benford et al., 1998)

History and evolution

1980 1990 2000

SIMNET DIS HLA

DVE CVE

DIVE, Spline, MASSIVE, Coven NPSNET, STOW

military

academic

entertainment

Amaze RB2

MUD Air Warrior Doom Battle.netUltima Online

Massive multiplayer online games

N/A

2003 LucasArts

Star Wars Galaxies

97,000 2002

Electronic Arts Sims Online

250,000 2001

Sierra Studios Dark Age of

Camelot

N/A

1999 Microsoft

Asheron’s Call

430,000 1999

Sony Entertainment EverQuest

250,000 1997

Origin Systems Ultima Online

Subscribers Released

Publisher Name

(source: www.mmorpg.com)

Cheating methods

„

tampering network traffic

„

illicit information

„

exploiting design defects

„

collusion

„

offending other players

(2)

2 Tampering network traffic

„

reflex augmentation

„

packet interception

„

look-ahead cheating

„

packet replay attack

Breaking the control protocol:

Maladies & remedies

„malady: change data in the messages and observe effects

„remedy: checksums (MD5 algorithm)

„malady: reverse engineer the checksum algorithm

„remedy: encrypt the messages

„malady: attack with packet replay

„remedy: add state information (pseudo- random numbers)

„malady: analyse messages based on their sizes

„remedy: modify messages and add a variable amount of junk data to messages

Illicit information

„ access to replicated, hidden game data

„removing the fog of war

„compromised graphics rendering drivers

„ cheaters have more knowledge than they should have

→ passive cheating

„ compromised software or data

„ counter- measures in a networked environment

„centralized: server maintains integrity among the clients

„distributed: nodes check the validity of each other’s commands to detect cheaters

Exploiting design defects

„what can we do to poor designs!

„repair the observed defects with patches

„limit the original functionality to avoid the defects

„client authority abuse

„information from the clients is taken face-value regardless its reliability

„unrecognized (or unheeded) features of the network

„operation when the latencies are high

„coping with DoS and other attacks

Denial-of-service attack

„

logic attack: exploit flaws in the software

„

flooding attack: overwhelm the victim’s

resources by sending a large number of spurious requests

„

distributed attacks: attack simultaneously from multiple (possibly cracked) hosts

„

IP spoofing: forge the source address of the outgoing packets

Collusion

„

imperfect information games

„infer the hidden information

„outwit the opponents

„

collusion = two or more players play together without informing the other participants

„

how to detect collusion in online game?

„players can communicate through other media

„one player can have several avatars

(3)

3 Analysing collusion

„

tracking

„determine who the players are

„but physical identity does not reflect who is actually playing the game

„

styling

„analyse how the players play the game

„requires a sufficient amount of game data

„collusion can be detected only afterwards

→ no pre-emptive nor real-time counter-measures

Collusion types

„

active collusion

„cheaters play more aggressively than they normally would

„can be detected with styling

„

passive collusion

„cheaters play more cautiously than they normally would

„practically undetectable

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