Server-Side Verification of Client Behavior
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Security in Online Gaming Bachelor Thesis Information Science
RADBOUD UNIVERSITY NIJMEGEN Security in online gaming Bachelor Thesis Information Science Rens van Summeren January 26, 2011 Online gaming has gone through an explosive growth in popularity during the last decade, and continues to grow at a great speed. With this growth in popularity and thus in the amount of players, the need for security also becomes increasingly clear. This thesis aims to provide a definition of security in online gaming, as well as security analysis for the various threats with examples and countermeasures. The goal is to help players and game developers assess online gaming security, and inform security experts about existing issues. CONTENTS 1 Introduction ................................................................................................................................... 1 Definition ............................................................................................................................... 1 Preface .................................................................................................................................. 1 2 Online Gaming ............................................................................................................................... 2 2.1 Why Look at the Security of Online Games? ................................................................... 2 2.2 Types of Online Games and Business Models ................................................................. 2 2.3 Massive Multiplayer Online Games ................................................................................ -
System Tools Reference Manual for Filenet Image Services
IBM FileNet Image Services Version 4.2 System Tools Reference Manual SC19-3326-00 IBM FileNet Image Services Version 4.2 System Tools Reference Manual SC19-3326-00 Note Before using this information and the product it supports, read the information in “Notices” on page 1439. This edition applies to version 4.2 of IBM FileNet Image Services (product number 5724-R95) and to all subsequent releases and modifications until otherwise indicated in new editions. © Copyright IBM Corporation 1984, 2019. US Government Users Restricted Rights – Use, duplication or disclosure restricted by GSA ADP Schedule Contract with IBM Corp. Contents About this manual 17 Manual Organization 18 Document revision history 18 What to Read First 19 Related Documents 19 Accessing IBM FileNet Documentation 20 IBM FileNet Education 20 Feedback 20 Documentation feedback 20 Product consumability feedback 21 Introduction 22 Tools Overview 22 Subsection Descriptions 35 Description 35 Use 35 Syntax 35 Flags and Options 35 Commands 35 Examples or Sample Output 36 Checklist 36 Procedure 36 May 2011 FileNet Image Services System Tools Reference Manual, Version 4.2 5 Contents Related Topics 36 Running Image Services Tools Remotely 37 How an Image Services Server can hang 37 Best Practices 37 Why an intermediate server works 38 Cross Reference 39 Backup Preparation and Analysis 39 Batches 39 Cache 40 Configuration 41 Core Files 41 Databases 42 Data Dictionary 43 Document Committal 43 Document Deletion 43 Document Services 44 Document Retrieval 44 Enterprise Backup/Restore (EBR) -
Comparative Study of Anti-Cheat Methods in Video Games
Comparative Study of Anti-cheat Methods in Video Games Samuli Lehtonen Master’s thesis UNIVERSITY OF HELSINKI Department of Computer Science Helsinki, March 7, 2020 HELSINGIN YLIOPISTO — HELSINGFORS UNIVERSITET — UNIVERSITY OF HELSINKI Tiedekunta — Fakultet — Faculty Laitos — Institution — Department Faculty of Science Department of Computer Science Tekijä — Författare — Author Samuli Lehtonen Työn nimi — Arbetets titel — Title Comparative Study of Anti-cheat Methods in Video Games Oppiaine — Läroämne — Subject Computer Science Työn laji — Arbetets art — Level Aika — Datum — Month and year Sivumäärä — Sidoantal — Number of pages Master’s thesis March 7, 2020 71 + 48 as appendices Tiivistelmä — Referat — Abstract Online gaming is more popular than ever and many video game companies are reliant on the cash flow generated by online games. If a video game company wants its game to be successful, the game has to be resilient against cheating, the presence of which can ruin an otherwise successful game. Cheating in a video game can bankrupt an entire company as the non-cheating players leave the game because of unscrupulous individuals using cheats to gain an unfair advantage. Cheating can also involve criminal activity where maliciously acquired in-game items are traded against real money online. Commercial cheat programs are sold on online black markets and are available even to players who have no deep technical knowledge. The widespread availability and easy accessibility of cheats compounds the issue. This thesis will categorize different anti-cheat techniques and give a brief history of anti-cheat starting from the early 1980s. The history section describes how the fight against online cheating began and how it has evolved over the years. -
KARELIA University of Applied Sciences Degree Programme in Business Information Technology
KARELIA University of Applied Sciences Degree Programme In Business Information Technology Elmeri Telimaa Hacking Detection in Unreal Engine 4 Thesis May 2021 THESIS February 2021 Business Information Technology Tikkarinne 9 80200 JOENSUU FINLAND + 358 13 260 600 (switchboard) Author (s) Elmeri Telimaa Title Hacking Detection in Unreal Engine 4 Commissioned by - Abstract The goal of the thesis is to find an integrated tool within Unreal Engine 4 for detecting and combating cheating, that is quick to implement in a project. To achieve this goal, a prototype game was created and speedhacked. A counter for this hack was then implemented. Cheating in online games results in worse experience for the other players playing against the cheater, who then take their business elsewhere. This has a negative impact on both the game developer’s reputation and revenue. The speedhack used manipulates time on a client, making the user move more than intended. The detection method included within Unreal Engine 4 compares the time sent by the client to the time of the server to determine if there is discrepancy in the values. Using these values, we can determine if the client is speedhacking. The used detection method detected the hack and kicked the offending client out of the server. The method is easy to implement in a new project. Language Pages 32 English Appendices 1 Pages of Appendices 1 Keywords Unreal Engine, cheating, online games, speedhack, anti-cheat OPINNÄYTETYÖ Helmikuu 2021 Tietojenkäsittelyn koulutusohjelma Tikkarinne 9 80200 JOENSUU +358 13 260 600 (vaihde) Tekijä(t) Elmeri Telimaa Nimeke Hacking Detection in Unreal Engine 4 Toimeksiantaja - Tiivistelmä Tämän opinnäytetön tavoitteena on löytää Unreal Engine 4-pelimoottoriin integroitu työkalu, jonka avulla voidaan havaita ja estää huijaamista. -
Cheating by Video Game Participants
Cheating by Video Game Participants J.R. Parker University of Calgary [email protected] Abstract In this paper, I explore the concept of cheating in the medium of the video game. Why do people do it? How does online cheating differ from offline? The existence of cheat codes seems to imply that cheating is rampant and even encouraged - or perhaps it’s just that the codes are poorly named. I also look at criminal activity in games, and at some ways to reduce cheating activities in online games. Introduction The word ‘cheat’ carries with it ancient societal passions. There is deception associated with the word, a lie, but more than that. There is a deliberation about cheating that makes it a worse lie than most, and there is an implication of doing someone harm in order to benefit oneself. Biblical cheats have died for their sin, and card cheats in the old West suffered a similar fate. Technology has changed the manner in which people can cheat, and has created many new ways to do it. So-called computer crime, identity theft, phishing, and other modern ways of cheating are enabled by the prevalent use of digital technology in many areas of society. Of course, the activities listed above are actually crimes; yet non-criminal cheating takes place too. Plagiarism is now very easy because of search engines and the Internet (easier to detect, too!). People misrepresent their identity on the Web with greater frequency, sometimes in self-defense. Cheating at games has traditionally been held in low regard because people that you play with are often friends. -
Artificial and Computational Intelligence in Games
Artificial and Computational Intelligence in Games A Follow-up to Dagstuhl Seminar 12191 Edited by Simon M. Lucas Michael Mateas Mike Preuss Pieter Spronck Julian Togelius DagstuhlFollow-Ups – Vol.6 www.dagstuhl.de/dfu Editors Simon M. Lucas Michael Mateas School of Computer Science and Center for Games and Playable Media Electronic Engineering University of California, Santa Cruz University of Essex [email protected] [email protected] Mike Preuss Pieter Spronck European Research Center for Tilburg Center for Cognition and Communication Information Systems Tilburg University University of Münster [email protected] [email protected] Julian Togelius Center for Computer Games Research IT University of Copenhagen [email protected] ACM Classification 1998 I.2.1 Applications and Expert Systems: Games ISBN 978-3-939897-62-0 Published online and open access by Schloss Dagstuhl – Leibniz-Zentrum für Informatik GmbH, Dagstuhl Publishing, Saarbrücken/Wadern, Germany. Online available at http://www.dagstuhl.de/dagpub/978-3-939897-62-0. Publication date November, 2013 Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.d-nb.de. License This work is licensed under a Creative Commons Attribution 3.0 Unported license: http://creativecommons.org/licenses/by/3.0/legalcode. In brief, this license authorizes each and everybody to share (to copy, distribute and transmit) the work under the following conditions, without impairing or restricting the authors’ moral rights: Attribution: The work must be attributed to its authors. The copyright is retained by the corresponding authors. -
Security Design in Online Games
Security Design in Online Games Jeff Yan Department of Computer Science and Engineering The Chinese University of Hong Kong Shatin, N.T., Hong Kong Email: [email protected] Abstract and they charge a user when he logs in to play on their servers. Thus, the traditional headache of copy protection The emergence of online games has fundamentally changed can now be forgotten. Other problems have replaced it, such security requirements for computer games, which previ- as password security, payment security and the availability ously were largely concerned with copy protection. In this of systems that host online games. But these are relatively paper, we examine how new security requirements impact well understood as they are shared by other networked e- the design of online games by using online Bridge, a sim- commerce applications. ple client-server game, as our case study. We argue that se- A new security concern in games is online cheating [17, curity is emerging as an inherent design issue for online 22]. Cheating was very popular in single player console or games, after graphics and artificial intelligence, which have PC games. For example, it has been common for a player become important issues of the design of most games for to make game missions easier by using cheating tools. For decades. The most important new security concern in on- single-player games, cheaters were cheating the computer line game design is fairness enforcement, and most secu- and nobody else would care. For online games, however, rity mechanisms all contribute to a single objective, namely, cheaters are now cheating human players sitting elsewhere making the play fair for each user. -
25 Efficient Compilation of CUDA Kernels for High-Performance
25 Efficient Compilation of CUDA Kernels for High-Performance Computing on FPGAs ALEXANDROS PAPAKONSTANTINOU, University of Illinois at Urbana-Champaign KARTHIK GURURAJ, University of California, Los Angeles JOHN A. STRATTON and DEMING CHEN, University of Illinois at Urbana-Champaign JASON CONG, University of California, Los Angeles WEN-MEIW.HWU, University of Illinois at Urbana-Champaign The rise of multicore architectures across all computing domains has opened the door to heterogeneous multiprocessors, where processors of different compute characteristics can be combined to effectively boost the performance per watt of different application kernels. GPUs, in particular, are becoming very popular for speeding up compute-intensive kernels of scientific, imaging, and simulation applications. New programming models that facilitate parallel processing on heterogeneous systems containing GPUs are spreading rapidly in the computing community. By leveraging these investments, the developers of other accelerators have an opportunity to significantly reduce the programming effort by supporting those accelerator models already gaining popularity. In this work, we adapt one such language, the CUDA programming model, into a new FPGA design flow called FCUDA, which efficiently maps the coarse- and fine-grained parallelism exposed in CUDA onto the reconfigurable fabric. Our CUDA-to-FPGA flow employs AutoPilot, an advanced high-level synthesis tool (available from Xilinx) which enables high-abstraction FPGA programming. FCUDA is based on a source-to-source compilation that transforms the SIMT (Single Instruction, Multiple Thread) CUDA code into task-level parallel C code for AutoPilot. We describe the details of our CUDA-to-FPGA flow and demonstrate the highly competitive performance of the resulting customized FPGA multicore accelerators. -
Download Talk 1.3
Download talk 1.3 CLICK TO DOWNLOAD Talk to Siri Android latest APK Download and Install. Chat With Siri Artifial Intelligence. Talk Force is an Internet voice (VoIP) program that you can talk to people over the Internet from your PC. This program lets the user surf different channels and speak to multiple Talk Force users. 1/3 TeamTalk 4 is a conferencing system which enables a group of people to collaborate and share information. Every member of a group can communicate with other members in . Google Talk apk is also made available for rest of the android phones. If you have Android & above running and rooted phone then follow below steps to install Google Talk apk with Voice & Video chat feature. Download Google Talk apk. Connect phone to PC and run following commands on adb console. adb remount. Download our free update detector to keep your software up to date Mumble Thorvald Natvig - (Open-Source) Version: Size: Date People tend to simplify things, so when they talk about Mumble they either talk about "Mumble" the client application or about "Mumble & Murmur" the whole voice chat application suite. Advertisement. 1/3 Pidgin is a chat program which lets you log in to accounts on multiple chat networks simultaneously. This means that you can be chatting with friends on MSN, talking to a friend on Google Talk, and sitting in a Yahoo chat room all at the same time. Download Windows Client Version Windows Manually Install Zip File Download Mac OSX Client Version 64bit Download Linux Client Version By downloading Mumble you agree to the renuzap.podarokideal.ru Services Agreement. -
434556 Master Thesis Final
Levelling Up Leadership An Analysis on the Development of Leadership Skills through Competitive Gaming Name Alan Byssing Lafi _______________ Student ID 8452 Name Anders Rud Liltorp _______________ Student ID 85717 Master’s Thesis (LA) Supervisor: Helle Zinner Henriksen Copenhagen Business School MSc in Business Administration & Information Systems Submission Deadline: May 15th, 2018 at 16:00 pm Number of Characters: 264.607 Number of Pages: 118 Abstract As gaming is rapidly becoming increasingly popular, the need for research on the effects and use of gaming as a tool for learning and personal development is increasing. Additionally, the need for leaders who feel at home in the digital world is rising, as technology is becoming an increasingly important factor in almost any business. Therefore, the purpose of this thesis is to investigate if participating in the in-game management of a competitive gaming team, can improve an individual’s leadership skills. The thesis adopts and interpretivist philosophy in order to understand the differences between humans as social actors. The research approach is deductive as the existing knowledge on leadership is integrated and summarized through a literature review, which is then used to create a framework of leadership skills. The framework is then tested by interviewing competitive video game players and analyzing the data they provided. The respondents were found by using a variety of websites that rank teams and players, in order to guarantee that the respondents were playing on a sufficient level. Based on the collected data, models were created to visualize and compare the differences in leadership skills across individuals, game genres and in relation to career length. -
On the Scalability and Security of Distributed Multiplayer Online Games
On The Scalability and Security of Distributed Multiplayer Online Games Seyed Amir Yahyavi Firouz Abadi Doctor of Philosophy School of Computer Science McGill University Montreal, Quebec, Canada April 2014 A thesis submitted to McGill University in partial fulfillment of the requirements of the degree of Doctor of Philosophy c Seyed Amir Yahyavi Firouz Abadi, 2014 Abstract Multiplayer Online Games (MOGs) are an extremely popular online technology, one that produces billions of dollars in revenues. Yet, providing scalable, fast, and cheat-resistant games is challenging. In this thesis we propose solutions to some of these challenges. The underlying architecture plays a crucial role in enabling the games to meet the scala- bility, response time, and low cost requirements that are of utmost importance in designing a successful massively multiplayer online game. Peer-to-peer architectures where the game runs exclusively on client machines, and hybrid approaches, where some tasks run on the clients while a central server controls other aspects, have, due to their distributed and col- laborative nature, low infrastructure costs, and can achieve high scalability. They can also achieve fast response times by creating direct connections between players. However, they introduce their own challenges such as cheating. As one contribution of this thesis, we provide a comprehensive overview of current peer-to-peer and hybrid solutions for mas- sively multiplayer games using a uniform terminology. Most of the solutions we studied fail to meet one of the following main requirements: (1) fast response time, (2) scalability, (3) cheat-resistance. This thesis makes several proposals that address these requirements: Watchmen, mobile security, AntReckoning, and AntAI. -
An Investigation of Cheating in Online Games
Securing Online Games An Investigation of Cheating in Online Games Cheating is rampant in current gameplay on the Internet but not well understood. In this article, the authors summarize various known cheating methods and define a taxonomy for online game cheating to help security experts and game developers alike. nline games are one of the most popular In- puter scientists in the 1960s, it was ternet applications, but cheating has emerged a concern only for operating system as a notable phenomenon in current game- designers. No real security considerations were spe- JEFF YAN play on the Internet. However, such cheat- cific to computer games, which were mainly placed AND BRIAN Oing isn’t as well understood as we might expect. on the mainframe at the time. RANDELL To address this lack of knowledge, we looked at The only plausible exception known to us was Newcastle various known cheating methods and defined a tax- a unique access control feature implemented in the University, UK onomy of online game cheating with respect to under- Cambridge Multiple Access System at Cambridge lying vulnerability (What is exploited?), consequence University in the mid 1960s. This feature controlled (What type of failure can be achieved?), and the cheat- access to data via the identity of the program being ing principal (Who is cheating?). This taxonomy sys- used for access as well as—or instead of—through user tematically introduces cheat characteristics in online identity. Examples using this unusual feature included games and describes how they can arise. We intend it the league table file, which “recorded people’s relative to be comprehensible and useful not only to security standing in a competitive guessing game, which was specialists but also to game developers, operators, and accessible to the game program only” (Roger Need- players who are less knowledgeable and experienced in ham, personal communication, Oct.