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Cheating

Cheating. David 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.

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Cheating

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  1. Cheating David Hinton ITCS-4230

  2. Overview • When does it matters? • Types of cheating • Solutions to cheating

  3. 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

  4. 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

  5. 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

  6. 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

  7. Solutions to cheating • Compromised Server • Give warnings • Bugs and Design Loopholes • Fix them with patches • Environmental Weakness • Extra validation

  8. Summary • Why it is important for multiplayer games • Different ways players cheat • Ways to combat the cheaters Questions or comments?

  9. Sources • http://www.gamasutra.com/features/20000724/pritchard_pfv.htm • http://www.macroquest2.com/main.php • http://www.rexpage.com/myseq/forum/

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