Time-stamp service makes real-time gaming cheat-free

Shunsuke Mogaki, Masaru Kamada, Tatsuhiro Yonekura, Shusuke Okamoto, Yasuhiro Ohtaki, Md. Mamun Ibne Reaz

Research output: Chapter in Book/Report/Conference proceedingConference contribution

24 Citations (Scopus)

Abstract

Assuming time-stamp servers that we can trust exist everywhere in the Internet, we propose a cheat-proof protocol for real-time gaming that has the minimum latency. The assumptions are: 1) Time-stamp servers are available near each player that issue serially numbered time stamps. 2) There is no communication break down between the player and the nearest time-stamp server. By this protocol, each player sends its own action to the other player and also sends its hash to the nearest time-stamp server. The time-stamp server sends back to the player the signed hash with time and a serial number involved. The signature is an undeniable evidence of the action. The actions are checked if they are compatible with the hashes and the signed hashes are checked if they have the correct time and if the serial numbers are contiguous. This verification can be done as a batch after the game is finished. The latency in this protocol is only the packet traveling time from a player to another.

Original languageEnglish
Title of host publicationProceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07
Pages135-138
Number of pages4
DOIs
Publication statusPublished - 2007
Externally publishedYes
Event6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07 - Melbourne, VIC
Duration: 19 Sep 200720 Sep 2007

Other

Other6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07
CityMelbourne, VIC
Period19/9/0720/9/07

Fingerprint

Servers
Network protocols
Internet
Communication

Keywords

  • Cheat-proofing
  • Real-time network gaming
  • Time-stamp service

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Human-Computer Interaction

Cite this

Mogaki, S., Kamada, M., Yonekura, T., Okamoto, S., Ohtaki, Y., & Ibne Reaz, M. M. (2007). Time-stamp service makes real-time gaming cheat-free. In Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07 (pp. 135-138) https://doi.org/10.1145/1326257.1326281

Time-stamp service makes real-time gaming cheat-free. / Mogaki, Shunsuke; Kamada, Masaru; Yonekura, Tatsuhiro; Okamoto, Shusuke; Ohtaki, Yasuhiro; Ibne Reaz, Md. Mamun.

Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07. 2007. p. 135-138.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Mogaki, S, Kamada, M, Yonekura, T, Okamoto, S, Ohtaki, Y & Ibne Reaz, MM 2007, Time-stamp service makes real-time gaming cheat-free. in Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07. pp. 135-138, 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07, Melbourne, VIC, 19/9/07. https://doi.org/10.1145/1326257.1326281
Mogaki S, Kamada M, Yonekura T, Okamoto S, Ohtaki Y, Ibne Reaz MM. Time-stamp service makes real-time gaming cheat-free. In Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07. 2007. p. 135-138 https://doi.org/10.1145/1326257.1326281
Mogaki, Shunsuke ; Kamada, Masaru ; Yonekura, Tatsuhiro ; Okamoto, Shusuke ; Ohtaki, Yasuhiro ; Ibne Reaz, Md. Mamun. / Time-stamp service makes real-time gaming cheat-free. Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07. 2007. pp. 135-138
@inproceedings{28243ce96e164935a5d8d7502a02d645,
title = "Time-stamp service makes real-time gaming cheat-free",
abstract = "Assuming time-stamp servers that we can trust exist everywhere in the Internet, we propose a cheat-proof protocol for real-time gaming that has the minimum latency. The assumptions are: 1) Time-stamp servers are available near each player that issue serially numbered time stamps. 2) There is no communication break down between the player and the nearest time-stamp server. By this protocol, each player sends its own action to the other player and also sends its hash to the nearest time-stamp server. The time-stamp server sends back to the player the signed hash with time and a serial number involved. The signature is an undeniable evidence of the action. The actions are checked if they are compatible with the hashes and the signed hashes are checked if they have the correct time and if the serial numbers are contiguous. This verification can be done as a batch after the game is finished. The latency in this protocol is only the packet traveling time from a player to another.",
keywords = "Cheat-proofing, Real-time network gaming, Time-stamp service",
author = "Shunsuke Mogaki and Masaru Kamada and Tatsuhiro Yonekura and Shusuke Okamoto and Yasuhiro Ohtaki and {Ibne Reaz}, {Md. Mamun}",
year = "2007",
doi = "10.1145/1326257.1326281",
language = "English",
isbn = "9780980446005",
pages = "135--138",
booktitle = "Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07",

}

TY - GEN

T1 - Time-stamp service makes real-time gaming cheat-free

AU - Mogaki, Shunsuke

AU - Kamada, Masaru

AU - Yonekura, Tatsuhiro

AU - Okamoto, Shusuke

AU - Ohtaki, Yasuhiro

AU - Ibne Reaz, Md. Mamun

PY - 2007

Y1 - 2007

N2 - Assuming time-stamp servers that we can trust exist everywhere in the Internet, we propose a cheat-proof protocol for real-time gaming that has the minimum latency. The assumptions are: 1) Time-stamp servers are available near each player that issue serially numbered time stamps. 2) There is no communication break down between the player and the nearest time-stamp server. By this protocol, each player sends its own action to the other player and also sends its hash to the nearest time-stamp server. The time-stamp server sends back to the player the signed hash with time and a serial number involved. The signature is an undeniable evidence of the action. The actions are checked if they are compatible with the hashes and the signed hashes are checked if they have the correct time and if the serial numbers are contiguous. This verification can be done as a batch after the game is finished. The latency in this protocol is only the packet traveling time from a player to another.

AB - Assuming time-stamp servers that we can trust exist everywhere in the Internet, we propose a cheat-proof protocol for real-time gaming that has the minimum latency. The assumptions are: 1) Time-stamp servers are available near each player that issue serially numbered time stamps. 2) There is no communication break down between the player and the nearest time-stamp server. By this protocol, each player sends its own action to the other player and also sends its hash to the nearest time-stamp server. The time-stamp server sends back to the player the signed hash with time and a serial number involved. The signature is an undeniable evidence of the action. The actions are checked if they are compatible with the hashes and the signed hashes are checked if they have the correct time and if the serial numbers are contiguous. This verification can be done as a batch after the game is finished. The latency in this protocol is only the packet traveling time from a player to another.

KW - Cheat-proofing

KW - Real-time network gaming

KW - Time-stamp service

UR - http://www.scopus.com/inward/record.url?scp=70349083449&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=70349083449&partnerID=8YFLogxK

U2 - 10.1145/1326257.1326281

DO - 10.1145/1326257.1326281

M3 - Conference contribution

SN - 9780980446005

SP - 135

EP - 138

BT - Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07

ER -