A Novel Approach to the Detection of Cheating in Multiplayer Online Games

Modern online multiplayer games are complex heterogeneous distributed systems comprised of servers and untrusted clients, which are often engineered under considerable commercial pressures. Under these conditions, security breaches allowing clients to employ illegal behaviours have become common; current commercial approaches have limited capabilities for reacting rapidly to such threats. This paper presents an approach to the detection of a cheating player, and describes a proof-of-concept system designed to detect cheating play (specifically wall-hacking) through the analysis of player behaviour. This approach differs from current methods in that it does not rely on knowledge about specific vulnerabilities and their method of exploitation in order to protect the system, but instead monitors player behaviour for indications of cheating play. Statistical evidence is presented which shows that the proof-of-concept correctly distinguishes between most cheating and non-cheating players.

[1]  Robert V. Hogg,et al.  Introduction to Mathematical Statistics. , 1966 .

[2]  Sixth IEEE International Conference On Engineering Of Complex Computer Systems , 2000, Proceedings Sixth IEEE International Conference on Engineering of Complex Computer Systems. ICECCS 2000.

[3]  Christopher Krügel,et al.  Anomaly detection of web-based attacks , 2003, CCS '03.

[4]  Elina M. I. Koivisto,et al.  Defining grief play in MMORPGs: player and developer perceptions , 2004, ACE '04.

[5]  DAVID G. KENDALL,et al.  Introduction to Mathematical Statistics , 1947, Nature.

[6]  Muthucumaru Maheswaran,et al.  A cheat controlled protocol for centralized online multiplayer games , 2004, NetGames '04.

[7]  Susan Stepney,et al.  Playing the game: cheating, loopholes, and virtual identity , 2004, CSOC.

[8]  Wu-chi Feng,et al.  Mitigating information exposure to cheaters in real-time strategy games , 2005, NOSSDAV '05.

[9]  Dipankar Dasgupta,et al.  Novelty detection in time series data using ideas from immunology , 1996 .

[10]  Daniel Zappala,et al.  Low latency and cheat-proof event ordering for peer-to-peer games , 2004, NOSSDAV '04.

[11]  Brian Randell,et al.  A systematic classification of cheating in online games , 2005, NetGames '05.

[12]  Rogério de Lemos,et al.  Immune-Inspired Adaptable Error Detection for Automated Teller Machines , 2007, IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Reviews).

[13]  Tiziana D'Orazio,et al.  Human activity recognition for automatic visual surveillance of wide areas , 2004, VSSN '04.

[14]  Hyun-Jin Choi,et al.  Security issues in online games , 2002, Electron. Libr..

[15]  Alejandro P. Buchmann,et al.  Addressing cheating in distributed MMOGs , 2005, NetGames '05.