Low-Latency and Cheat-proof Event Ordering for Distributed Games

Chris GauthierDickey, Daniel Zappala, Virginia M. Lo · 2004

In this paper, we describe a new protocol for ordering events in peer-to-peer games that is provably cheat-proof. We describe how we can optimize this protocol to react to changing delays and congestion in the network. We validate our protocol through simulations and demonstrate its feasibility as a real-time, interactive protocol. To our knowledge, this is the first peer-to-peer protocol that is both cheat-proof and maintains the low latency required by interactive, real-time games.

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