Server-side verification of client behavior in online games

D. Bethea, Robert A. Cochran, M. Reiter
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引用次数: 48

Abstract

Online gaming is a lucrative and growing industry but one that is slowed by cheating that compromises the gaming experience and hence drives away players (and revenue). In this paper we develop a technique by which game developers can enable game operators to validate the behavior of game clients as being consistent with valid execution of the sanctioned client software. Our technique employs symbolic execution of the client software to extract constraints on client-side state implied by each client-to-server message, and then uses constraint solving to determine whether the sequence of client-to-server messages can be “explained” by any possible user inputs, in light of the server-to-client messages already received. The requisite constraints and solving components can be developed either simultaneously with the game or retroactively for existing games. We demonstrate our approach in three case studies on the open-source game XPilot, a game similar to Pac-Man of our own design, and an open-source multiplayer version of Tetris.
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在线游戏中客户端行为的服务器端验证
在线游戏是一个利润丰厚且不断增长的行业,但作弊行为损害了游戏体验,从而赶走了玩家(和收益),这一行业发展缓慢。在本文中,我们开发了一种技术,通过这种技术,游戏开发者可以使游戏运营商验证游戏客户端的行为是否与被批准的客户端软件的有效执行一致。我们的技术使用客户端软件的符号执行来提取每个客户端到服务器消息所隐含的客户端状态的约束,然后使用约束求解来确定客户端到服务器消息的序列是否可以通过任何可能的用户输入来“解释”,根据已经接收到的服务器到客户端消息。必要的约束和解决组件可以与游戏同时开发,也可以追溯现有游戏。我们通过开源游戏《XPilot》(一款类似于我们自己设计的《吃豆人》的游戏)和《俄罗斯方块》的开源多人游戏版本的三个案例研究来展示我们的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACM Transactions on Information and System Security
ACM Transactions on Information and System Security 工程技术-计算机:信息系统
CiteScore
4.50
自引率
0.00%
发文量
0
审稿时长
3.3 months
期刊介绍: ISSEC is a scholarly, scientific journal that publishes original research papers in all areas of information and system security, including technologies, systems, applications, and policies.
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