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 wallhacking) 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.
|Title of host publication||Proceedings of the IEEE international conference on engineering of complex computer systems|
|Publication status||Published - 2007|
|Event||12th IEEE International Conference on Engineering Complex Computer Systems - Auckland, New Zealand|
Duration: 11 Jul 2007 → 14 Jul 2007
|Conference||12th IEEE International Conference on Engineering Complex Computer Systems|
|Abbreviated title||ICECCS 2007|
|Period||11/07/07 → 14/07/07|