Hack-proof synchronization protocol for multi-player online games
Yeung Siu Fung · 2006
Synchronization protocols based on "dead-reckoning" are vulnerable to a very popular type of cheat called speed hack. A speed hack essentially speeds up all actions of a cheater and thus the cheater can moves, explores and gathers items faster than honest players and therefore gains unfair advantages. This paper presents an enhanced version of the dead-reckoning protocol that is invulnerable to speed hacks. Existing games based on dead-reckoning can be easily modified to use this hack-proof protocol. We demonstrate how the protocol works on both client-server architecture and peer-to-peer architecture.