度量信息暴露攻击对兴趣管理的影响

J. Hao, Wentong Cai
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引用次数: 2

摘要

对于可扩展的大型多人在线游戏(MMOG),兴趣管理(IM)是减少不必要的网络流量的重要组成部分。由于兴趣区域(AOI)定义了每个玩家的兴趣,实体通常会维护一个玩家的订阅列表,这些玩家的AOI涵盖了实体的位置。为了维护订阅列表,玩家需要发送AOI更新。不幸的是,AOI更新容易受到信息暴露(IE)攻击,特别是在P2P基础设施上。在AOI更新过程中,玩家的位置等敏感信息可能会被泄露,而无需所有者的授权和注意。这最终导致了一场不公平的游戏。在本文中,我们证明了这种针对MMOG的IE攻击可以帮助骗子获得未经授权的利益。值得注意的是,我们提出了一个基于蒙特卡罗的模拟器来定量测量不同IM方案应用时IE攻击的影响。评估了三种P2P方案,并采用了客户机/服务器方案进行比较。此外,我们还评估了一组玩家相互串通共享信息时的IE攻击。对仿真得到的实验数据进行了分析和说明。对P2P游戏的IM方案的选择提出了实用的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Measuring Information Exposure Attacks on Interest Management
For a scalable Massively Multiplayer Online Game (MMOG), interest management (IM) is an essential component to reduce unnecessary network traffic. As Area-Of-Interest (AOI) defines each player's interests, an entity normally maintains a subscriber list of players whose AOIs cover the position of the entity. To maintain the subscriber list, players are required to send AOI updates. Unfortunately, AOI update is vulnerable to information exposure (IE) attack especially on P2P infrastructure. Sensitive information, such as player's position, can be revealed during AOI update without owner's authorization and attention. This eventually results in an unfair game. In this paper, we demonstrate that such IE attack on MMOG can help cheaters gain unauthorized benefits. Notably, we present a Monte Carlo based simulator to quantitatively measure the impact of IE attack when different IM schemes are applied. Three P2P schemes are assessed and a Client/Server scheme is also employed for comparison. In addition, we also evaluate IE attack when a group of players collude with each other to share information. Experimental data obtained from simulation are analyzed and explained. Practical suggestions are also given for choosing an IM scheme for P2P gaming.
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