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Collusion Detection in Team-Based Multiplayer Games [article]

Laura Greige, Fernando De Mesentier Silva, Meredith Trotter, Chris Lawrence, Peter Chin, Dilip Varadarajan
2022 arXiv   pre-print
In this paper, we propose a system that detects colluding behaviors in team-based multiplayer games and highlights the players that most likely exhibit colluding behaviors.  ...  In the context of competitive multiplayer games, collusion happens when two or more teams decide to collaborate towards a common goal, with the intention of gaining an unfair advantage from this cooperation  ...  behaviors in team-based multiplayer games.  ... 
arXiv:2203.05121v1 fatcat:phe4tmizrjfxdhkiv43jqgrmem

Soft Play Detection in Shooter Games Using Hit Matrix Analysis

Jussi Laasonen, Jouni Smed
2015 Proceedings of the 7th International Conference on Intelligent Technologies for Interactive Entertainment  
We evaluate different methods for detecting the players engaging in soft play in shooter games using data generated with synthetic players.  ...  These methods are used when analysing the hit matrix of the game.  ...  Outside the field of multiplayer games, collusion has been addressed in tournaments [7] , multiple choice examinations [8] , covert communication channels [9] , stock market trading [10] , grid computing  ... 
doi:10.4108/icst.intetain.2015.259565 dblp:journals/sg/LaasonenS15 fatcat:2zrksxlpvfghjf7qas7bwm4foe

A Decentralized Authoritative Multiplayer Architecture for Games on the Edge

Aleksandar Tošić, Jernej Vičič
2021 Computing and informatics  
, J.: A Hybrid Design for Cheat Detection in Massively Multiplayer Online Games.  ...  Research on peer to peer network protocols for multiplayer games was mainly focused on cheat detection.  ... 
doi:10.31577/cai_2021_3_522 fatcat:nbe72ytvhjanxaozkfisychsbi

Is runtime verification applicable to cheat detection?

Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup Lee, Christos Tsarouchis
2004 Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04 Network and system support for games - SIGCOMM 2004 Workshops  
We demonstrate our idea by applying the Java-MaC runtime verification system to a simple game to detect a transaction bug that is common in massively multiplayer games.  ...  We investigate the prospect of applying runtime verification to cheat detection. Game implementation bugs are extensively exploited by cheaters, especially in massively multiplayer games.  ...  We demonstrate our idea by applying the Java-Mac runtime verification system to SimMUD and detecting a transaction bug that is common in massively multiplayer online games.  ... 
doi:10.1145/1016540.1016553 dblp:conf/netgames/DeLapKLSSLT04 fatcat:tow4w6q3tbcrbhe4cpn3oup554

Enabling privacy in a gaming framework for smart electricity and water grids

Cristina Rottondi, Giacomo Verticale
2016 2016 International Workshop on Cyber-physical Systems for Smart Water Networks (CySWater)  
Correctness and truthfulness checks are included in the protocol to detect cheaters declaring false consumption data or providing altered game results.  ...  This work proposes a privacy-friendly framework for a gaming platform aimed at reducing energy and water usage, where players are grouped in teams with the challenge of maintaining the aggregated consumption  ...  P4 Any collusion of a subset of players of a team obtains information about the individual consumption of any non-colluded user in the team. D.  ... 
doi:10.1109/cyswater.2016.7469059 dblp:conf/cpsweek/RottondiV16 fatcat:b4jqjkqilzb4nlgodkiygtjqj4

Playing the game

Phillip J. Brooke, Richard F. Paige, John A. Clark, Susan Stepney
2004 Computers & society  
By using multiplayer gaming as a running example, we discuss how a fair virtual society will interact with its real-world counterparts, and outline how one might choose to detect and deal with transgressors  ...  A broad range of interactive and distributed systems are essentially virtual worlds; these include examples such as multiplayer games, and even operating systems.  ...  One common problem in team-based 'first person shooters' (FPS) is that of the 'team-killer', the user who directs their avatars to attack members of their own team.  ... 
doi:10.1145/1052791.1052794 fatcat:i4erbjcygvahpohv5sjm3l4ubi

eSports - Professional Cheating in Computer Games

Marc Ruef
2018 Zenodo  
There are various options for gaining an edge in online games. Technical measures can make cheating more difficult or at least detectable after the fact.  ...  Computer game cheating has been around as long as competitive gaming itself. Manipulation is frequently found in the speedrunning scene.  ...  Typically this will involve games in the genres of real-time strategy (RTS), first-person shooter (FPS), fight games and multiplayer online battle arena (MOBA).  ... 
doi:10.5281/zenodo.3521923 fatcat:tyrni7slqvb45bqu7i65gykk7q

Cheating in networked computer games

Steven Daniel Webb, Sieteng Soh
2007 Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts - DIMEA '07  
The increasing popularity of Massively Multiplayer Online Games (MMOG) -games involving thousands of players participating simultaneously in a single virtual world -has highlighted the scalability bottlenecks  ...  present in centralised Client/Server (C/S) architectures.  ...  There are many examples of collusion in networked computer games; however, one common example is of players participating in an all-against-all style match, where two cheaters will team up (collude) against  ... 
doi:10.1145/1306813.1306839 dblp:conf/dimea/WebbS07 fatcat:kbezn655pbgaxgkewvwamtodje

Peer-to-peer architectures for massively multiplayer online games

Amir Yahyavi, Bettina Kemme
2013 ACM Computing Surveys  
Scalability, fast response time, and low cost are of utmost importance in designing a successful massively multiplayer online game.  ...  This article presents a comprehensive overview of current peer-to-peer solutions for massively multiplayer games using a uniform terminology.  ...  ACKNOWLEDGMENTS We appreciate the detailed and helpful feedback from the anonymous CSUR reviewers that has greatly helped in improving the final version of this article.  ... 
doi:10.1145/2522968.2522977 fatcat:k6evzdjlmfhl7etrvcyumvp7qe

A Privacy-Friendly Gaming Framework in Smart Electricity and Water Grids

Cristina Rottondi, Giacomo Verticale
2017 IEEE Access  
The framework enables a gaming platform to administer a set of team game activities aimed at promoting a more sustainable usage of energy and water.  ...  We discuss and assess the performance of a protocol based on Shamir secret sharing scheme, which enables the members of the teams to calculate their overall consumption and to compare it with those of  ...  To detect cheating, the protocol uses a blockchain-based authenticated storage to collect secure commitments by the meters.  ... 
doi:10.1109/access.2017.2727552 fatcat:fxyxdoced5crja72ancrh6g2ca

Special Acknowledgements

1986 Forestry Chronicle  
Imagine the kind of ad hoc multiplayer games where people suddenly enter each other's games simply because they're in range.  ...  Cooperation among terminals is advocated here in contrast to the existing communication method, where the base station communicates with dedicated communication links to the end terminals.  ...  Acknowledgements The following people were invaluable in the many forms of contributions to this report.  ... 
doi:10.5558/tfc62299-4 fatcat:klk6pzomnrdrvachjneyvb6cku

Dark Gold: Statistical Properties of Clandestine Networks in Massively Multiplayer Online Games

Brian Keegan, Muhammad Aurangzeb Ahmed, Dmitri Williams, Jaideep Srivastava, Noshir Contractor
2010 2010 IEEE Second International Conference on Social Computing  
Gold farming is a set of illicit practices in which players in massively multiplayer online games gather and distribute virtual goods for real money.  ...  Using anonymized data from a popular online game to construct networks of characters involved in gold farming, we examine the trade networks of gold farmers, their trading affiliates, and uninvolved characters  ...  The findings presented do not in any way represent, either directly or through implication, the policies of these organizations.  ... 
doi:10.1109/socialcom.2010.36 dblp:conf/socialcom/KeeganAWSC10 fatcat:axoxdnyu55g2fh5eoir7czmioy

"Choose your opponent": A new knockout design for hybrid tournaments †

Julien Guyon
2021 Journal of Sports Analytics  
This new design also makes the group stage more exciting, by giving teams a strong incentive to perform at their best level, and more fair, by limiting the risk of collusion and making sure that the best  ...  group winners are fairly rewarded in the knockout round.  ...  We would also like to thank Nicholas Hall for pointing out to us (very unrealistic but mathematically possible) situations in which teams may still be tempted to tank under the "Choose Your Opponent" knockout  ... 
doi:10.3233/jsa-200527 fatcat:br5ws4rdjjeexnwtis6e76t56u

Design of a cheat-resistant P2P online gaming system

Patric Kabus, Alejandro P. Buchmann
2007 Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts - DIMEA '07  
Since the huge success of online games and especially that of so called Massively Multiplayer Online Games (MMOGs), the prevention of cheating has been a primary concern of game providers.  ...  In this paper we present a P2P architecture which provides countermeasures against cheats that are inherent to these systems.  ...  However, this is not feasible for large-scale Internet multiplayer games; es-pecially subscription-based MMOGs with persistent game worlds are at risk.  ... 
doi:10.1145/1306813.1306840 dblp:conf/dimea/KabusB07 fatcat:stjkabm2gnh2xlummpwqc4bzky

Algorithmic collusion: A critical review [article]

Florian E. Dorner
2021 arXiv   pre-print
problems machine learning practitioners have to deal with in real-world problems, which could prove to be particularly detrimental to learning collusive agreements.  ...  problem firms face in forming cartels.  ...  teams and showing complex coordinated strategies in a simulated catching game 108 , these systems usually take very long times to learn.  ... 
arXiv:2110.04740v1 fatcat:ugglwl272nfyfk7dinuuayioom
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