CovLBCG:一个使用直播子弹评论游戏的隐蔽通信框架

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Chun Mao;Zhenyu Li;Xiangyang Luo
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引用次数: 0

摘要

秘密通信在各个领域都有许多应用,包括军事、物联网、区块链等。其中,利用单人游戏固有的独特掩体类型的秘密交流方法引起了研究人员的极大关注。但是,现有的方法并不适合当前的社交媒体,如音频、视频和传统博客,互动性差,玩家交流内容容易导致游戏角色的不自然行为。为此,提出了一种基于直播弹评游戏的隐蔽通信框架。在框架内,发送方最初应用算术编码来压缩机密消息。然后,按照游戏规则,将处理后的消息转换为项目符号评论的内容和时间属性。最后,这些子弹评论被发送到指定的直播游戏室。接收方实时提取发送方发送的子弹式评论,并将其转换为自信的信息。作为框架的代表,${\mathit{植物大战僵尸}}$被用作示例。实验结果确定了发送游戏子弹评论的最佳方法,平衡了检测阻力和传输速度。所提出的方法在安全性、交互性和传输速度方面具有显著优势,比现有流程快4.1倍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
CovLBCG: A Covert Communication Framework Using Live Broadcast Bullet Comment Game
Covert communication has numerous applications across various domains, including the military, the Internet of Things, blockchain, and beyond. Among these, the covert communication method that exploits the unique cover types inherent in single-player games has garnered substantial attention from researchers. However, existing methods are unsuitable for the current social media such as audio and video and traditional blogs, poor interactivity, and player communication content can easily cause unnatural behavior of game characters. For this reason, a covert communication framework based on live broadcast bullet comment games is proposed. Within the framework, the sender initially applies arithmetic encoding to compress the confidential message. Then, the processed message is transformed into the content and time attributes of the bullet comment, adhering to the game's rules. Finally, these bullet comments are sent to the designated live broadcast game room. The receiver extracts the bullet comments sent by the sending party in real time and converts them into confident messages. As a representative of the framework, ${\mathit{Plants vs. Zombies}}$, is utilized as an example. Experimental results have identified the optimal method for sending game bullet comments, balancing detection resistance and transmission speed. The proposed approach offers notable advantages in security interactivity and transmission speed, with 4.1 times faster than existing processes.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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