OpenConflict: preventing real time map hacks in online games
Authors: E. Bursztein, M. Hamburg, J. Lagarenne, and D. Boneh
Abstract:
We present a generic tool, Kartograph, that lifts the fog of
war in online real-time strategy games by snooping on the memory used
by the game. Kartograph is passive and cannot be detected remotely.
Motivated by these passive attacks, we present secure protocols for
distributing game state among players so that each client only has
data it is allowed to see. Our system, OpenConflict, runs real-time
games with distributed state. To support our claim that OpenConflict
is sufficiently fast for real-time strategy games, we show the results
of an extensive study of 1000 replays of Starcraft~II games between
expert players. At the peak of a typical game, OpenConflict needs
only 22 milliseconds on one CPU core each time state is synchronized.
Reference:
In proceedings of the 2011 IEEE Oakland Security and Privacy conference, pp. 506-522
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Full paper: pdf.