Advertisement

Semi-lock: An Efficient Cheat-Proof Synchronization Mechanism for Peer-to-Peer Game Systems

  • Huaping Shen
  • Sajal K. Das
  • Mohan Kumar
  • Zhijun Wang
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4096)

Abstract

With more and more online game players having access to broadband Internet connections and high performance computers, peer-to-peer architecture offers an attractive solution for online multiplayer game design. However, message synchronization and cheat proof are two major challenges in implementing a fully distributed peer-to-peer game system. In this paper, a novel scheme, called Semi-Lock, is proposed to support message synchronization and prevent protocol level cheats for such systems. In Semi-Lock, peers encrypt each message by using cryptographically secure one-way hash function. A two-step validation is applied at destination peers to verify the integrity and correctness of the received messages. Trace driven simulations are conducted to verify the performance of our proposed scheme. Simulation results show that it significantly outperforms existing algorithms in terms of message latency and message synchronization ratio, with only little extra computational overhead on each peer.

Keywords

Multicast Tree Game State Game Session Frame Interval Game System 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Allman, M., Paxson, V.: On Estimation End-to-End Network Path Properties. In: Proc. of ACM SIGCOMM 1999 (September 1999)Google Scholar
  2. 2.
    Baughman, N.E., Levine, B.N.: Cheat-proof Playout for Centralized and Distributed Online Games. In: IEEE INFOCOM (2001)Google Scholar
  3. 3.
    Castro, M., Druschel, P., Kermarrec, A.-M., Rowstron, A.: Scribe: A Large-scale and Decentralized Application-level Multicast Infrastructure. IEEE Journal on Selected Areas in Communications (JSAC) 20(8), 100–111 (2002)CrossRefGoogle Scholar
  4. 4.
    GauthierDickey, C., Zappala, D., Lo, V., Marr, J.: Low Latency and Cheat-proof Event Ordering for Peer-to-Peer Games. In: ACM NOSSDAV 2004 (June 2004)Google Scholar
  5. 5.
    Knutsson, B., Lu, H., Xu, W., Hopkins, B.: Peer-to-Peer Support for Massively Multiplayer Games. In: IEEE INFOCOM (2004)Google Scholar
  6. 6.
    Rowstron, A., Druschel, P.: Pastry: Scalable, Decentralized Object Location and Routing for Large-Scale Peer-to-Peer Systems. In: Guerraoui, R. (ed.) Middleware 2001. LNCS, vol. 2218, Springer, Heidelberg (2001)CrossRefGoogle Scholar
  7. 7.
    Zegura, E.W., Calvert, K., Donahoo, M.J.: A Quantitative Comparison of Graph-based Models for Internet Topology. IEEE/ACM Transactions on Networking (December 1997)Google Scholar
  8. 8.
  9. 9.
    id Software, ’Quake’, http://www.idsoftware.com/
  10. 10.
    Ethereal Network Analyzer, http://www.ethereal.com/

Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Huaping Shen
    • 1
  • Sajal K. Das
    • 2
  • Mohan Kumar
    • 2
  • Zhijun Wang
    • 3
  1. 1.Ask Jeeves Inc.PiscatawayUSA
  2. 2.Dept of Computer Science and EngineeringUniversity of Texas at ArlingtonArlingtonUSA
  3. 3.The Dept of ComputingHong Kong Polytechnic UniversityHong Kong

Personalised recommendations