A Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems
碩士 === 輔仁大學 === 電子工程學系 === 97 === Due to the popularization of Internet, online games become one of the most popular entertainments for teenagers. According to the estimates DFC Intelligence [1],the output values of global online games reach 9,800 million dollars in 2009. Massively Multiplayer Onlin...
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ndltd-TW-097FJU004280092015-10-13T13:08:20Z http://ndltd.ncl.edu.tw/handle/34880129987305496860 A Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems 混合式多人連線遊戲之防弊系統架構 Bing-Rong Tang 湯秉融 碩士 輔仁大學 電子工程學系 97 Due to the popularization of Internet, online games become one of the most popular entertainments for teenagers. According to the estimates DFC Intelligence [1],the output values of global online games reach 9,800 million dollars in 2009. Massively Multiplayer Online Game (MMOG) is the most profitable one. This thesis studies the MMOG system [2]. Since MMOG systems usually serve massive users simultaneously, traditional Client/Server model with limited resource and bandwidth cannot meet the demand of MMOG. This thesis proposes a Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems, denoted as HAMMOG. HAMMOG divides the virtual game environment into several areas. According to the popularity of each area, HAMMOG assigns each area with a weight and varies the size of each area accordingly. In addition, each area forms a peer-to-peer group and self-governs to reduce the loading. System server through reciprocally monitoring by peers, anti-cheating is also supported in HAMMOG. Simulate results reveal that HAMMOG reduces server loading of Client/Server model with 68%. The anti-cheating ratio reaches 76% even in an area with 90% cheating players. Huey-Ing Liu 劉惠英 2009 學位論文 ; thesis 55 zh-TW |
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碩士 === 輔仁大學 === 電子工程學系 === 97 === Due to the popularization of Internet, online games become one of the most popular entertainments for teenagers. According to the estimates DFC Intelligence [1],the output values of global online games reach 9,800 million dollars in 2009. Massively Multiplayer Online Game (MMOG) is the most profitable one. This thesis studies the MMOG system [2]. Since MMOG systems usually serve massive users simultaneously, traditional Client/Server model with limited resource and bandwidth cannot meet the demand of MMOG. This thesis proposes a Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems, denoted as HAMMOG. HAMMOG divides the virtual game environment into several areas. According to the popularity of each area, HAMMOG assigns each area with a weight and varies the size of each area accordingly. In addition, each area forms a peer-to-peer group and self-governs to reduce the loading. System server through reciprocally monitoring by peers, anti-cheating is also supported in HAMMOG. Simulate results reveal that HAMMOG reduces server loading of Client/Server model with 68%. The anti-cheating ratio reaches 76% even in an area with 90% cheating players.
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author2 |
Huey-Ing Liu |
author_facet |
Huey-Ing Liu Bing-Rong Tang 湯秉融 |
author |
Bing-Rong Tang 湯秉融 |
spellingShingle |
Bing-Rong Tang 湯秉融 A Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems |
author_sort |
Bing-Rong Tang |
title |
A Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems |
title_short |
A Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems |
title_full |
A Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems |
title_fullStr |
A Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems |
title_full_unstemmed |
A Hybrid Anti-Cheating Architecture for Massively Multiplayer Online Game Systems |
title_sort |
hybrid anti-cheating architecture for massively multiplayer online game systems |
publishDate |
2009 |
url |
http://ndltd.ncl.edu.tw/handle/34880129987305496860 |
work_keys_str_mv |
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