The last lecture for CS4344 explores two advanced, but important, topics for multiplayer games: cheating and cloud gaming. The topics do not quite have proper solutions yet, and are currently being actively developed and studied by both the academia and the industry.
- The use of proxy to prevent timestamp cheat is mentioned in Section 3.4 of:
Martin Mauve, Stefan Fischer, and Jorg Widmer. 2002. A generic proxy system for networked computer games. In Proceedings of the 1st workshop on Network and system support for games (NetGames ’02). ACM, New York, NY, USA
- Section V.A of the following reference mentioned about lock-step protocol.
Baughman, Nathaniel E., Marc Liberatore, and Brian Neil Levine. “Cheat-proof playout for centralized and peer-to-peer gaming.” IEEE/ACM Transactions on Networking (ToN) 15, no. 1 (2007): 1-13.
- The protocol to detect maphack in RTS is described in
Chambers, Chris, Wu-chang Feng, Wu-chi Feng, and Debanjan Saha. “Mitigating information exposure to cheaters in real-time strategy games.” In Proceedings of the international workshop on Network and operating systems support for digital audio and video, pp. 7-12. ACM, 2005.
- The study on cloud gaming latency:
Kuan-Ta Chen, Yu-Chun Chang, Po-Han Tseng, Chun-Ying Huang, and Chin-Laung Lei. 2011. Measuring the latency of cloud gaming systems. In Proceedings of the 19th ACM international conference on Multimedia (MM ’11). ACM, New York, NY, USA, 1269-1272
- The study on cloud-gaming friendliness:
Yeng-Ting Lee, Kuan-Ta Chen, Han-I Su, Chin-Laung Lei, “Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic Approach“, In Proceedings of Network and Systems Support for Games, 2012.
- GamingAnywhere‘s home page.