Due to the popularization of Internet, online games become one of the most popular entertainments for teenagers. According to the estimates DFC Intelligence, 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 paper studies the MMOG system. Since MMOG systems usually serve massive users simultaneously, traditional Client/Server model with limited resource and bandwidth cannot meet the demand of MMOG. This paper proposes a Dynamic Anti-Cheating Architecture for MMOG, denoted as DACA. DACA divides the virtual game environment into several areas. According to the popularity of each area, DACA assigns each area with a weight and varies the size of each area accordingly. In addition, each area forms a peer-to-peer (P2P) group and self-governs to reduce the loading. System server through reciprocally monitoring by peers, anti-cheating is also supported in DACA. Simulate results reveal that DACA 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', 'Bing-Rong Tang']
DACA: Dynamic Anti-Cheating Architecture for MMOGs