Covert channels in multiplayer first person shooter online games

S. Zander, G. Armitage, P. Branch
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引用次数: 29

Abstract

Covert channels aim to hide the existence of communication between two or more parties. Such channels typically utilise pre-existing (overt) data transmissions to carry hidden messages. Internet-based covert channels often encode new information into unused (or loosely specified) IP packet header fields, or the time intervals between IP packet arrivals. We propose a novel covert channel embedded within the traffic of multiplayer, first person shooter online games. We encode covert bits as slight, yet continuous, variations of a playerpsilas characterpsilas movements. Movement information is propagated to all clients attached to a given game server, yet the channel remains covert so long as the variations are visually imperceptible to the human players. A modified version of Quake III Arena is used to demonstrate our concept. We empirically analyse the covert channelpsilas bit rate, and compare the statistical characteristics of unmodified game traffic with those of game traffic carrying covert information.
多人第一人称射击在线游戏中的隐蔽通道
隐蔽信道的目的是隐藏两方或多方之间通信的存在。这种信道通常利用预先存在的(公开的)数据传输来携带隐藏的消息。基于internet的隐蔽通道经常将新信息编码到未使用的(或松散指定的)IP数据包报头字段或IP数据包到达之间的时间间隔中。我们提出了一种嵌入在多人第一人称射击在线游戏流量中的新型隐蔽通道。我们将隐蔽比特编码为轻微的,但连续的,玩家特征运动的变化。移动信息会传播到连接到给定游戏服务器的所有客户端,但只要人类玩家在视觉上无法察觉到这些变化,这个通道就会保持隐蔽。《雷神之锤III:竞技场》的修改版本便是用来展示我们的理念。我们对隐蔽信道的比特率进行了实证分析,并比较了未修改的游戏流量与携带隐蔽信息的游戏流量的统计特征。
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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