Network Security in Online Games

homuskratΔίκτυα και Επικοινωνίες

20 Νοε 2013 (πριν από 3 χρόνια και 4 μήνες)

55 εμφανίσεις

NETWORK SECURITY IN
ONLINE GAMES

Robert Persaud

http://cs.gsu.edu/~rpersaud2

Overview


-

State of Industry for online games

-

Cheating


a security concern?

-

Case studies (types, concerns, solutions)

-

Summary

State of Industry

http://
www.theesa.com/facts/index.asp

-

Micro
-
transactions
-

DLC, PAYP

-

$11+ billion sales

-

1.5+ billion registered users

-

Increase in online criminal activity (organized
crime stealing virtual items)

-

2020, new cultural media


Cheating

-

Types: Lagging, Ghosting, Bug Exploits, Collusion,
Binding, Bots (Aim, Trigger, Farm), Wall hacking,
Sharing Accts, Disconnecting, Scripting

-

Implementations : Modify game code,
intercept/manipulate packets

-

Anti
-
cheat mechanism : client
datafile

checksums,
stricter control game code on server (burden)

-

Invasion of privacy? Warden/DMW

Case Study: Son of the Glitch

-

Cheaters hack at network,
exploit programming loopholes

-

Modem Glitch


suspend play,
everyone dead

-

Impossible to eliminate hacks

-

less prevalent; client side
patching, server side detection

-

Begs new research in security
design?

Case Study: Cheat Proof
Playout

-

No security to prevent cheating in online games

-

Client/Server bottlenecks performance as scales

-

P2P increases scalability, performance, but also cheating

-

‘Dead reckoning’ compensates for network loss by allowing a
client to guess the state of another player when updates are
missing


however, cheat by delaying move


others receive late
packets

-

P2P Protocol, ‘Lock Step’


cheating not possible

-

AS (Asynchronous Synchronization) and Cell based protocol
limits interaction of opponent to local regions


Case Study: Covert Channels

-

Covert channels hide existence; Encryption exposed

-

Send/
Rcv

use game server as intermediary, don’t exchange
packets directly

-

Augmented FPSCC protocol to ensure reliability caused by
noise

-

Limited work on network games except board games

-

Encodes covert bits as slight variations of player movements



Summary

-

Detecting cheating using statistical means

-

Stricter law, regulation

-

Cross layer designs to improve
QoS

-

Game theoretic approaches

-

Multimedia security

-

etc


incredibly large field of study

-

Work in progress

-

http://cs.gsu.edu/~rpersaud2

survey paper + citations

-

rpersaud2@student.gsu.edu