Blockchain-based real-time cheat prevention and robustness for multi-player online games
暂无分享,去创建一个
[1] Iddo Bentov,et al. How to Use Bitcoin to Play Decentralized Poker , 2015, CCS.
[2] Silvio Micali,et al. Algorand: Scaling Byzantine Agreements for Cryptocurrencies , 2017, IACR Cryptol. ePrint Arch..
[3] IamnitchiAdriana,et al. Cheating in Online Games , 2014 .
[4] Andreas Haeberlen,et al. Accountable Virtual Machines , 2010, OSDI.
[5] Roger Midtstraum,et al. Protecting online games against cheating , 2006, NetGames '06.
[6] T. L. Taylor,et al. Power games just want to have fun?: instrumental play in a MMOG , 2003, DiGRA Conference.
[7] Christian Scheideler,et al. Robust random number generation for peer-to-peer systems , 2006, Theor. Comput. Sci..
[8] Insup Lee,et al. Is runtime verification applicable to cheat detection? , 2004, NetGames '04.
[9] Mia Consalvo,et al. Cheating: Gaining Advantage in Videogames , 2007 .
[10] Andreas Haeberlen,et al. PeerReview: practical accountability for distributed systems , 2007, SOSP.
[11] N.E. Baughman,et al. Cheat-Proof Playout for Centralized and Peer-to-Peer Gaming , 2007, IEEE/ACM Transactions on Networking.
[12] Wu-chang Feng,et al. Stealth measurements for cheat detection in on-line games , 2008, NETGAMES.
[13] Venu Govindaraju,et al. Embedded noninteractive continuous bot detection , 2008, CIE.
[14] Sue Morris. WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media , 2003, DiGRA Conference.
[15] Alejandro P. Buchmann,et al. Design of a cheat-resistant P2P online gaming system , 2007, DIMEA.
[16] Michael K. Reiter,et al. Server-side verification of client behavior in online games , 2011, TSEC.
[17] Julian Kücklich. Homo Deludens , 2007 .
[18] Scott Shenker,et al. Attested append-only memory: making adversaries stick to their word , 2007, SOSP.
[19] Prateek Saxena,et al. A Secure Sharding Protocol For Open Blockchains , 2016, CCS.
[20] Vanessa Teague,et al. A Secure Group Agreement (SGA) Protocol for Peer-to-Peer Applications , 2007, 21st International Conference on Advanced Information Networking and Applications Workshops (AINAW'07).
[21] Elaine Shi,et al. Thunderella: Blockchains with Optimistic Instant Confirmation , 2018, IACR Cryptol. ePrint Arch..
[22] Andreas Haeberlen,et al. Practical accountability for distributed systems , 2007 .
[23] Andrew Chi-Chih Yao,et al. Protocols for secure computations , 1982, FOCS 1982.
[24] Jacob R. Lorch,et al. TrInc: Small Trusted Hardware for Large Distributed Systems , 2009, NSDI.
[25] Rüdiger Kapitza,et al. Blockchain and Trusted Computing: Problems, Pitfalls, and a Solution for Hyperledger Fabric , 2018, ArXiv.
[26] William Lau,et al. RACS: A referee anti-cheat scheme for P2P gaming , 2007 .
[27] Julian R. Kücklich,et al. Precarious Playbour: Modders and the Digital Games Industry , 2005 .
[28] Frank Piessens,et al. Ariadne: A Minimal Approach to State Continuity , 2016, USENIX Security Symposium.
[29] Zhenyu Wu,et al. Battle of Botcraft: fighting bots in online games with human observational proofs , 2009, CCS.
[30] Mia Consalvo,et al. There is No Magic Circle , 2009, Games Cult..
[31] Daniel Zappala,et al. Low latency and cheat-proof event ordering for peer-to-peer games , 2004, NOSSDAV '04.
[32] Srdjan Capkun,et al. ROTE: Rollback Protection for Trusted Execution , 2017, USENIX Security Symposium.
[33] David R. Karger,et al. Chord: A scalable peer-to-peer lookup service for internet applications , 2001, SIGCOMM '01.
[34] T. Krzywinska,et al. Tomb Raiders and Space Invaders: Videogame Forms and Contexts , 2006 .
[35] Thomas M. Malaby. Beyond Play , 2007 .
[36] Sieteng Soh,et al. A survey on network game cheats and P2P solutions , 2008 .
[37] Ross MacDonald,et al. Play between Worlds: Exploring Online Game Culture , 2007 .
[38] Sugih Jamin,et al. Cheat-Proofing Dead Reckoned Multiplayer Games (Extended Abstract) , 2003 .
[39] Gary McGraw,et al. Cheating Online Games , 2006 .
[40] Vanessa Teague,et al. A Secure Event Agreement (SEA) protocol for peer-to-peer games , 2006, First International Conference on Availability, Reliability and Security (ARES'06).
[41] Wu-chang Feng,et al. Fides: remote anomaly-based cheat detection using client emulation , 2009, CCS.
[42] Julian Kücklich,et al. Virtual Worlds and Their Discontents , 2009, Games Cult..
[43] B. Robards. Structures of Participation in Digital Culture , 2010 .
[44] Erik Johnson,et al. Is a bot at the controls?: Detecting input data attacks , 2007, NetGames '07.