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We explore exploits possible for cheating in realtime, multiplayer games for both client-server and serverless architectures. We offer the first formalization of cheating in online games and propose an initial set of strong solutions. We propose a protocol that has provable anti-cheating guarantees, is provably safe and live, but suffers a performance penalty. We then develop an extended version of this protocol, called asynchronous synchronization, which avoids the penalty, is serverless,doi:10.1109/tnet.2006.886289 fatcat:cxosipswgbaxhl4evrookxlcs4