Cheating
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Transcript of Cheating
CheatingDavid Hinton
ITCS-4230
Overview
• When does it matters?
• Types of cheating
• Solutions to cheating
When does it matter?
• Single player– Choose to cheat or not– Doesn’t effect others playing the game
•Multiplayer–Effect other players–Success of the game depends on it
Types of Cheating
• Control Augmentation– Proxy server– Automated playing / assistants
• Authoritative Clients– Whatever the client says is true– Single-player based games
• Information Exposure– Passive– RTS
Types of Cheating
• Compromised Server– Modified game servers– Not always cheating
• Bugs and Design Loopholes– If it is there they will use it– Age of Empires farms– MMOs
• Environmental Weakness– Operation condition
Solutions to cheating
• Control Augmentation– Encryption
• Authoritative Clients– Command request instead of issued– Synchronization
• Information Exposure– Encryption significant values– Never access significant values from outside the class
Solutions to cheating
• Compromised Server– Give warnings
• Bugs and Design Loopholes– Fix them with patches
• Environmental Weakness– Extra validation
Summary
• Why it is important for multiplayer games
• Different ways players cheat
• Ways to combat the cheaters
Questions or comments?
Sources
• http://www.gamasutra.com/features/20000724/pritchard_pfv.htm
• http://www.macroquest2.com/main.php
• http://www.rexpage.com/myseq/forum/