Server-Side Verification Of Client Behavior In Online Games
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 client-side state implied by each client-to-server message, and then uses constraint solving to determine whether the sequence of client-to-server messages can be “explained” by any possible user inputs, in light of the server-to-client messages already received. The requisite constraints and solving components can be developed either simultaneously with the game or retroactively for existing games. We demonstrate our approach in three case studies on the open-source game XPilot, a game similar to Pac-Man of our own design, and an open-source multiplayer version of Tetris. © 2011, ACM. All rights reserved.
Duke Scholars
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- Strategic, Defence & Security Studies
- 4609 Information systems
- 4604 Cybersecurity and privacy
- 0806 Information Systems
- 0804 Data Format
- 0803 Computer Software
Citation
Published In
DOI
EISSN
ISSN
Publication Date
Volume
Issue
Start / End Page
Related Subject Headings
- Strategic, Defence & Security Studies
- 4609 Information systems
- 4604 Cybersecurity and privacy
- 0806 Information Systems
- 0804 Data Format
- 0803 Computer Software