Technical cheating prevention in location-based games

Samuli Laato, Sampsa Rauti, Lauri Koivunen, J. Smed
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引用次数: 1

Abstract

Online multiplayer game developers have plenty of motivation to prevent technical cheating in their games. In the case of location-based games (LBGs), in addition to the usual anti-cheat measures, developers need to be able to verify players’ location sensor data. This is a challenge, as mobile devices’ sensor data is easy to manipulate, and its verification goes beyond the permissions granted to individual applications such as LBGs. In this work we focus on the most popular LBG, Pokémon GO, and investigate via a technical analysis and gray literature search what countermeasures the game has implemented to prevent technical cheating. We obtain a large diverse set of data which we synthesize using the Gioia method into three main clusters: (1) preemptive measures; (2) ad hoc analysis; and (3) player communication. Our work demonstrates that a wide range of technical tools, both self-developed and 3rd party provided, are used to enhance the multi-layered cheating prevention of LBGs. Our findings can be considered an exemplar look into the industry leaders’ solutions to technical cheating issues that LBGs face.
定位游戏的技术作弊预防
在线多人游戏开发者有足够的动机防止游戏中的技术作弊。在基于位置的游戏(lbg)中,除了通常的反作弊措施外,开发者还需要能够验证玩家的位置传感器数据。这是一个挑战,因为移动设备的传感器数据很容易操作,并且其验证超出了授予lbg等单个应用程序的权限。在这项工作中,我们专注于最受欢迎的LBG, poksammon GO,并通过技术分析和灰色文献搜索来调查游戏实施了哪些对策来防止技术作弊。我们获得了大量不同的数据集,我们使用Gioia方法将其合成为三个主要集群:(1)先发制人的措施;(2) AD hoc分析;(3)玩家交流。我们的工作表明,广泛的技术工具,包括自己开发的和第三方提供的,用于增强lbg的多层作弊预防。我们的研究结果可以被视为行业领导者解决lbg面临的技术作弊问题的范例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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