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1 Lockstep protocol

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1 Lockstep protocol

Lockstep protocol

1.

1.

Announce a commitment to an action. Announce a commitment to an action.

™

™ commitment can be easily calculated from the action but the action commitment can be easily calculated from the action but the action cannot be inferred from the commitment

cannot be inferred from the commitment

™™ formed with a one-formed with a one-way function (e.g., hash)way function (e.g., hash) 2.

2.

When everybody has announced their commitments for the When everybody has announced their commitments for the turn, announce the action.

turn, announce the action.

™

™ everybody knows what everybody else has promised to do everybody knows what everybody else has promised to do 3.3.

Verify that the actions correspond to the commitments. Verify that the actions correspond to the commitments.

™™ if not, then somebody is cheating… if not, then somebody is cheating…

Lockstep protocol Lockstep protocol

p

p

11

p p

22

c

c

11

= H = H( (a a

11

) = 4736 ) = 4736

c c

11

= 4736 = 4736 a a

11

= Rock = Rock a a

22

= Scissors = Scissors

c

c

22

= H = H( (a a

22

) = 1832 ) = 1832 c c

22

= 1832 = 1832

a a

11

= Rock = Rock

a a

11

= Rock = Rock a a

22

= Paper = Paper a

a

22

= Paper = Paper H

H( (a a

22

) = 5383 ≠ ) = 5383 ≠ c c

22

Loosening the synchronization 1(2) Loosening the synchronization 1(2)

‹

‹

the slowest player dictates the speed the slowest player dictates the speed

™

™

short turns short turns

™™

time limits for the announcements time limits for the announcements

‹

‹

asynchronous lockstep protocol asynchronous lockstep protocol

™

™

sphere of influence: synchronization is needed only when sphere of influence: synchronization is needed only when the players can affect each other in the next turn(s) the players can affect each other in the next turn(s)

™™

otherwise, the players can proceed asynchronously otherwise, the players can proceed asynchronously

Loosening the synchronization 2(2) Loosening the synchronization 2(2)

‹

‹

pipelined lockstep protocol pipelined lockstep protocol

™

™

player can send several commitments which are pipelined player can send several commitments which are pipelined

™™

drawback: look drawback: look- -ahead cheating if a player announces ahead cheating if a player announces action earlier than required

action earlier than required

‹‹

adaptive pipeline protocol adaptive pipeline protocol

™

™

measure the actual latencies between the players measure the actual latencies between the players

™™

grow or shrink the pipeline size accordingly grow or shrink the pipeline size accordingly

Drawbacks of the lockstep protocol Drawbacks of the lockstep protocol

‹‹

requires two separate message transmissions requires two separate message transmissions

™

™commitment and action are sent separatelycommitment and action are sent separately

™

™slows down the communicationslows down the communication

‹

‹

requires a synchronization step requires a synchronization step

™

™the slowest player dictates the pacethe slowest player dictates the pace

~

~improvements: asynchronous lockstep, pipelined lockstep, adaptivimprovements: asynchronous lockstep, pipelined lockstep, adaptive e pipeline lockstep

pipeline lockstep

‹

‹

does not solve the inconsistency problem! does not solve the inconsistency problem!

Idea #1: Let’s get rid of the repeat!

Idea #1: Let’s get rid of the repeat!

‹‹

send only a single message send only a single message

™™but how can we be sure that the opponent cannot learn the actionbut how can we be sure that the opponent cannot learn the action before annoucing its own action?

before annoucing its own action?

‹

‹

the message is an active object, a the message is an active object, a delegate

delegate

™

™program code to be run by the receiver (host)program code to be run by the receiver (host)

™

™delegate’s behaviour cannot be worked out by analytical methods delegate’s behaviour cannot be worked out by analytical methods alonealone

™™guarantees the message exchange on a possibly hostile environmenguarantees the message exchange on a possibly hostile environmentt

‹

‹

delegate provides the action once the host has sent its own delegate provides the action once the host has sent its own action

action using

using

the delegate the delegate

(2)

2

d

r

d d

rr

a a

pp

c c

pp

(a ( a

pp

) )

a a

rr

c c

rr

(a ( a

rr

) )

Example with two players Example with two players

a a

pp

c c

pp

(a ( a

pp

) ) D

r

D D

rr

a a

rr

A

A

pp

A A

rr

c c

rr

(a ( a

rr

) )

D

p

D D

pp

c c

rr

( (c c

pp

(a ( a

pp

)) )) c c

rr

( (c c

pp

(a ( a

pp

)) ))

c c

pp

(c ( c

rr

( (a a

rr

)) )) d

p

d d

pp

c c

pp

( (c c

rr

(a ( a

rr

)) ))

Threats Threats

‹‹

what if the host delays or prevents the delegate’s message what if the host delays or prevents the delegate’s message from getting to its originator?

from getting to its originator?

™

™the host will not receive the next delegate until the message isthe host will not receive the next delegate until the message issentsent

‹

‹

what if the originator is malicious and the delegate spies or what if the originator is malicious and the delegate spies or wastes the host’s resources?

wastes the host’s resources?

™

™sandbox: the host restricts the resources available to the delegsandbox: the host restricts the resources available to the delegateate

‹

‹

how can the delegate be sure that it is sending messages to its how can the delegate be sure that it is sending messages to its originator?

originator?

™

™communication checkcommunication check--upup

Communication check Communication check- -up up

‹

‹

the delegate sends a unique the delegate sends a unique identification to its originator identification to its originator

™™static and dynamic informationstatic and dynamic information

‹

‹

the delegate waits until the originator the delegate waits until the originator has responded correctly

has responded correctly

‹‹

check check- -ups are done randomly ups are done randomly

™™probability can be quite low probability can be quite low

™

™host cannot know whether the host cannot know whether the transmission is the actual message or just transmission is the actual message or just a check

a check--upup

D

r

D D

rr

D

p

D D

pp

A A

pp

A A

rr

Idea #2: Peer pressure Idea #2: Peer pressure

‹

‹

players gossip the other players’ actions from the previous players gossip the other players’ actions from the previous turn(s)

turn(s)

‹

‹

compare gossip and recorded actions; if there are compare gossip and recorded actions; if there are inconsistencies, ban the player

inconsistencies, ban the player

™

™cheating is detected only afterwardscheating is detected only afterwards

™

™gossiping imposes a threat of getting caughtgossiping imposes a threat of getting caught

‹

‹

gossip is piggybacked in the ordinary messages gossip is piggybacked in the ordinary messages

™™no extra transmissions are requiredno extra transmissions are required

‹

‹

how to be sure that the gossip is not forged? how to be sure that the gossip is not forged?

™

™rechecking with randomly selected playersrechecking with randomly selected players

How much is enough?

How much is enough?

‹‹

example: 10 players, 60 turns, 1 cheater who forges 10% of example: 10 players, 60 turns, 1 cheater who forges 10% of messages, gossip from one previous turn

messages, gossip from one previous turn

™

™1% gossip: 1% gossip: PP(cheater gets caught) = 0.44(cheater gets caught) = 0.44

™

™5% gossip: 5% gossip: PP(cheater gets caught) = 0.91(cheater gets caught) = 0.91

™™10% gossip: 10% gossip: PP(cheater gets caught) = 0.98(cheater gets caught) = 0.98

‹

‹

example: 100 players, 60 turns, 1 cheater who forges 10% of example: 100 players, 60 turns, 1 cheater who forges 10% of messages

messages

™

™1% gossip: 1% gossip: PP(cheater gets caught) = 0.98(cheater gets caught) = 0.98

‹

‹

example: 10 players, 360 turns, 1 cheater who forges 10% of example: 10 players, 360 turns, 1 cheater who forges 10% of messages

messages

™

™1% gossip: 1% gossip: PP(cheater gets caught) = 0.97(cheater gets caught) = 0.97

Message Message

‹‹

action for the current turn action for the current turn t

t

‹‹

delegate for the next turn delegate for the next turn t

t

+ 1 + 1

‹

‹

set of actions (i.e., gossip) from the previous turn set of actions (i.e., gossip) from the previous turn t

t− 1− 1

m m p p t t a a a p p p t t t D D D p p p t + 1 t t + 1 + 1 G G p p t t − 1 − 1 a a a i i i t − 1 t t − 1 − 1 a a a j j j t − 1 t t − 1 − 1

(3)

3 Collusion

Collusion

‹

‹

imperfect information games imperfect information games

™

™infer the hidden informationinfer the hidden information

™

™outwit the opponentsoutwit the opponents

‹

‹

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

informing the other participants

‹

‹

how to detect collusion in online game? how to detect collusion in online game?

™

™players can communicate through other mediaplayers can communicate through other media

™

™one player can have several avatarsone player can have several avatars

Analysing collusion Analysing collusion

‹‹

tracking tracking

™

™determine who the players aredetermine who the players are

™™but physical identity does not reflect who is actually playing tbut physical identity does not reflect who is actually playing the gamehe game

‹‹

styling styling

™™analyse how the players play the gameanalyse how the players play the game

™

™requires a sufficient amount of game datarequires a sufficient amount of game data

™

™collusion can be detected only afterwardscollusion can be detected only afterwards

→ no pre

→ no pre-

-emptive nor real emptive nor real- -time counter time counter- -measures measures

Collusion types Collusion types

‹

‹

active collusion active collusion

™

™cheaters play more aggressively than they normally wouldcheaters play more aggressively than they normally would

™

™can be detected with stylingcan be detected with styling

‹

‹

passive collusion passive collusion

™

™cheaters play more cautiously than they normally wouldcheaters play more cautiously than they normally would

™

™practically undetectablepractically undetectable

Offending other players Offending other players

‹

‹

acting against the ‘spirit’ of the game acting against the ‘spirit’ of the game

™

™problematic: is camping in a firstproblematic: is camping in a first--person shooter cheating or just a person shooter cheating or just a good tactic?

good tactic?

™

™some rules are ‘gentlemen’s agreements’some rules are ‘gentlemen’s agreements’

‹‹

examples examples

™™killing and stealing from inexperiened and illkilling and stealing from inexperiened and ill--equipped playersequipped players

™

™gangs and ghettoization of the game worldgangs and ghettoization of the game world

™

™blocking exits, interfering fights, verbal abuseblocking exits, interfering fights, verbal abuse

Upholding justice Upholding justice

‹‹

players handle the policing themselves players handle the policing themselves

™

™theory: players take the law into their own hands (e.g., militiatheory: players take the law into their own hands (e.g., militia))

™

™reality: gangs shall inherit the game worldreality: gangs shall inherit the game world

‹‹

systems records misconducts and brands offenders as systems records misconducts and brands offenders as criminals

criminals

™™theory: bounties and penalties prevent crimestheory: bounties and penalties prevent crimes

™

™reality: throwreality: throw--away avatars commit the crimesaway avatars commit the crimes

‹

‹

players decide whether they can offend/be offended players decide whether they can offend/be offended

™™theory: players know what kind of game world they wanttheory: players know what kind of game world they want

™

™reality: how to offend you? let me count the ways…reality: how to offend you? let me count the ways…

Recapitulation: Outline of the course Recapitulation: Outline of the course

8.

8.

Communication layers Communication layers

‹

‹ physical platformphysical platform

‹

‹ logical platformlogical platform

‹‹ networked applicationnetworked application

9.

9.

Compensating resourse Compensating resourse

limitations limitations

‹

‹ aspects of compensationaspects of compensation

‹

‹ protocol optimizationprotocol optimization

‹‹dead reckoningdead reckoning

‹‹local perception filterslocal perception filters

‹

‹synchronized simulationsynchronized simulation

‹

‹area-area-ofof--interest filteringinterest filtering

10.

10.Cheating prevention

Cheating prevention

‹

‹technical exploitationstechnical exploitations

‹

‹rule violationsrule violations

(4)

4 Examinations 1 (2)

Examinations 1 (2)

‹

‹

examination dates examination dates

1.

1. January 16, 2006January 16, 2006 2.

2. February 13, 2006February 13, 2006 3.

3. March 2, 2006March 2, 2006

‹

‹

check the exact times and places at check the exact times and places at

http://www.it.utu.fi/opetus/tentit/

http://www.it.utu.fi/opetus/tentit/

‹

‹

if you are if you are not

not

a student of University of Turku, you must a student of University of Turku, you must register to receive the credits

register to receive the credits

™

™ further instructions are available atfurther instructions are available at

http://http://www.tucs.fi/education/

http://http://www.tucs.fi/education/

courses/participating_courses.php courses/participating_courses.php

Examinations 2 (2) Examinations 2 (2)

‹

‹

questions questions

™

™based on both lectures and lecture notesbased on both lectures and lecture notes

™

™two questions, à 5 pointstwo questions, à 5 points

™

™to pass the examination, at least 5 points (50%) are requiredto pass the examination, at least 5 points (50%) are required

™

™grade: grade: gg= ⎡= ⎡pp− 5⎤− 5⎤

™™questions are in English, but you can answer in English or in Fiquestions are in English, but you can answer in English or in Finnishnnish

‹

‹

remember to enrol in time! remember to enrol in time!

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