Scientia
Estudos Interdisciplinares em Computaç~
ao
15(2): 166--173, julho/dezembro 2004
c 2004 by Unisinos
An overview on security in networked computer games
Börje Felipe Fernandes Karlsson, Bruno Feijó
ICAD/IGAMES/VisionLab
Computer Science Department - PUC-Rio
Rio de Janeiro, RJ - Brazil
{borje, bruno}@inf.puc-rio.br
Abstract
Network security issues and game exploits can undermine the gameplay experience of networked games. With this
in mind, this work tries to draw attention of the academic community to the issue and, through a vast bibliography,
present: why research in this area matters, the state of current research in the field, a categorization of cheating
types and, also, some possible counter measures. And thus help addressing the serious lack of information regarding
the subject.
Keywords: network security, multiplayer games, cheating, exploits, computer games.
Resumo
Jogos em rede podem ter sua jogabilidade bastante prejudicada por questões de segurança em redes e pela presença
de falhas internas ao jogo. Com isso em mente, este trabalho tenta atrair a atenção da comunidade acadêmica para
a área e, através de uma ampla bibliografia, apresentar: o porque da pesquisa nessa área ser relevante, qual o estado
atual das pesquisas na área, uma categorização dos tipos de “trapaças” e, também, algumas possı́veis contra-medidas.
Deste modo, contribuindo para reverter a séria falta de informação relacionada ao assunto.
Palavras–Chave: segurança em redes, jogos multi-usuário, cheating, exploits, jogos de computador;
1
Introduction
Networked games, be they multi-player or online in
some other way, have been trough a tremendous
growth during the last years [IDSA, 2001]. As also
have been new network technologies as wideband and
wireless [Clarke, 2001] networks. Consequently, attention dedicated to the networking aspects of games
has risen drastically, but very few developers and researchers have taken security into account.
Another fundamental point is that the player experience when interacting with a game is key to its
success [Costikyan, 1999]. Communities are developed around games and are essential to extend their
life cycles; games become a service, not only a product as before. And a secure and fair environment is
a major factor in maintaining this [Costikyan, 2000].
These issues caused a change of focus from monouser to multi-user games, not only for PC game deVolume 15 · No 2 · julho/dezembro 2004
velopers but also for console game producers [Handy,
2002], and also changed security initiatives focus traditionally related to preventing piracy [Dodd, 2001].
From the point of view of research, multi-user
games are the vanguard of network possibilities utilization. Although there is research in related areas
(as military simulations and virtual reality systems),
the solutions presented differ more than a little from
the problems found in networked games. And when
the academic research is directly applied to games,
most of it is focused on usability and gameplay issues [Schaefer et al ., 2002], network resources management, concepts of distribution and traffic analysis
[Färber, 2002] and [LaPointe and Winslow, 2001].
Very little of this research effort is directed to security issues and concerns.
The objective of this work is to draw the attention
of the academic community and help understanding
and dealing with its various aspects, since (as already
B. KARLSSON, B. FEIJÓ
stated) little research has been focused in the field of
networked digital games and there is a serious lack
of information regarding the subject. This goal is
pursued with the help of an extensive bibliography.
A survey of research in networked games is presented in section 2 in order to show where current
research is focused, to point some security issues in
this kind of environment, and to try to demonstrate
the importance of security in networked games.
In section 3, a categorization of the common problems (specially cheating) in the field of networked
games security is presented. Some suggestions to
counter these issues and related available literature,
as well as research and industry state of the art efforts are also briefly discussed in section 4. Finally,
we stress the importance of future research in networked games security both by industry and academia.
2
Current research
Regarding current research on networked games,
[IGDA, 2001] presents a general overview of changes
on the field of online games, including: distribution
scheme changes, patching, community development,
the wireless market, more and more casual gamers
(lower hardcore player percentage), raise in the availability of networking middleware, on-line payment
issues; and also brings the topics of security and cheating to discussion.
Cheating (as it’s commonly called the act of gaining “illegal” advantages on a game) is a central issue
in networked games, one has to understand the threats and kinds of cheating, and (at the same time)
remember that networked games have the same security requirements as more traditional networked
applications such as electronic commerce (privacy,
financial transaction integrity, etc.) [Davis, 2001].
One should keep the game integrity, offering fair
and honest games and protecting users from fraud
as much as possible.
Only a small percentage of cheaters are vandals,
most of them want to reach a dominant position and
beat the other players. There are several kinds of
incentive to player participation on game sessions
(Davis [Davis, 2001] lists: entertainment, prestige,
“virtual property”, prizes and money) and as this incentives grow, risks and consequences of cheats also
grow. Besides that, one must remember that interacting with the community is a major part of game
play ([Greenhill, 1997] shows that usually less than
35% of players cheat and that it is more than enough
to deteriorate honest player experience).
As pointed by Yan and Choi [Yan and Choi,
Volume 15 · No 2 · julho/dezembro 2004
167
2001], to make matters worse, online game security is
one of the areas where the domain specialists (game
developers) are not experts (security engineers), and
security specialists aren’t familiarized with the necessary domain knowledge (which seems to be simple at
first, but is not).
One relevant literature overview of network research is presented by Smed et al. [Smed et al., 2002]
focused on research in military simulation research,
NVEs (networked virtual environments) and MCGs
(multiplayer computer games). It shows that the focus of scientific research in the area has changed,
from military simulations in the 1980s to NVEs in the
1990s and now to MCGs. Since the 1980s, the US Department of Defense has developed military applications using protocols for distributed interactive simulations (DIS) [Macedonia, 1995] and [Neyland, 1997].
Military research focused then in developing a high
level architecture (HLA), that tried to provide services and a general architecture for distributed data
exchange. While DIS are more closely related to military applications, the ideas behind HLAs can also
be applied in non military applications (as games, for
example) and although this promises have not been
reached, there has been a certain cooperation among
the military and the entertainment industry [Capps
et al., 2001], but with almost no focus on security.
Several issues contribute to the lack of research
in games, especially on networked games and even
more on networked games security. Computer games generally were viewed as toys and “not serious”
as a real application. Lately this scenario has changed and now games research is growing in a large
pace. But security remains a subject not very well
explored.
Most of the available literature related to computer games and networks is headed towards communication and control. [Cronin et al., 2001] gives a comparison and shows how client/server architectures are
simple to implement e allow for a good control over
game state, peer-to-peer have a bigger latency but
eliminates de bottleneck on the server; and proposes
a mirrored-servers architecture that requires a complex consistency protocol, but provides low latency
and allows for a administrative control over the game
state. One advantage of using a server architecture is
that it can dynamically filter information before sending it to the clients. In a simple scenario, if a secure
server manages the game state, cheating opportunities are greatly reduced. Administrative control is
trivial in client/server architectures. In P2P architectures, most of the code (if not all of it) necessary in
order to run the game has to be located on the client
machines, which are highly vulnerable. A communi-
168
cation architecture based on a publisher/subscriber
model is proposed by [Fiedler et al., 2002], paying
special attention to scalability (world size, amount
of players and network infrastructure) and dynamic
system evolution, and naturally being indicated to
use in MMOGs (Massive Multiplayer Online Games).
When taking into account network usability requirements for multi-user games it is extremely important to have the target network properties in
mind. In Internet case, one can not expect too much
from bandwidth and latency. An explanation for this
is presented in [Ng, 1997] along with showing that
the sensation of network lag on the client side is a
critical issue during game sessions. In order to try
to avoid these sort of problems, many times a complete re-write of the game engine is necessary; as is
the case in [Lincroft, 1999] that makes the decision
of only sending player-action specific information through the network. These actions are then collected in order to define the current game environment
state. Additionally, the game was structured in such
way that one of the players’ machines is the gamehost, responsible for gathering this information and
broadcasting an identical set of data to the other
ones, which must process the info keeping the game
environment on the same state. However, this approach introduced synchronization problems.
Bettner and Terrano in turn, show in [Bettner
and Terrano, 2001] the approach used to counter the
fact that each simulation step can consume a highly
variable amount of time. Instead of sending the state
of every unit, they had the expectative of running
exactly the same simulation on each machine, which
would need to be tightly synchronized; this solution
was reached through a synchronized random number
generator and as now the game depended on every
host executing exactly the same simulation, it became much harder to tamper with the client software and even with communication packets. If that
was not enough, every command was checked if valid
both on when sending and receiving.
Mauve [Mauve, 2000b] discusses which problems
can arise due to state inconsistencies in systems part
of digital virtual environments (DVEs) and describes a timewarp approach to handle them. However,
no experimental study was done and no quantitative
result is shown. The same author also presents a
study on consistency in interactive continuous media
[Mauve, 2000a].
Pantel and Wolf [Pantel and Wolf, 2002] analyze
the dead reckoning technique when applied to digital game environments. This technique is much used
when trying to reduce network problems as delays
and packet losses by trying to predict objects’ fu-
SECURITY IN NETWORKED COMPUTER GAMES
ture state/positions. The quality of this prediction
and its consistency depend on the difference between
the real position and the predicted ones for each object. Bernier [Bernier, 2001] also presents latency
compensation methods, and raises the possibility of
a cheater tampering with the client software to gain
unfair advantages by abusing the implemented compensation measures but states that the presence of
jitter is worse than the possible inconsistencies caused by not using compensation. In order to avoid the
cheat known as time-cheat (that allows for a player to
abuse the system and end up “fortune telling”, what
would give him more time to react to the rest of the
players movements), Davis presents an approach that
tries to correct dead reckoning issues [Cronin et al.,
2003].
Discussing multi-peer related architectures, Diot
describes the design, implementation and evaluation
of the MiMaze architecture [Gautier and Diot, 1998],
a simple distributed multi-user game, but the pioneer in analyzing a distributed interactive game
using multicast on the Internet [Diot and Gautier,
1999]. He shows that interactivity can indeed be
kept if some level of inconsistencies can be tolerated and that it is possible to use a multi-peer approach instead of the client-server one that is commonly
used. He goes on further to say that such approach
can provide good performance and probably a better
scalability.
Regarding more commercial approaches, in [Dionne et al., 2000] the Netz architecture is presented,
a distributed middleware, that presents fault tolerance and load balancing. And in [Quimby, 2002]
Asheron’s call approach is described, concerned with
security, availability, scalability and its patching problems. Another area that is gaining popularity is
multi-user wireless games; one example of such application is discussed in [Fitzek et al., 2002] and presents an architecture capable of providing some guarantees in this kind of environment.
3
Categories of attacks
There is an almost infinite number of possible attacks
against networked games, and as such, a categorization of attack types is necessary in order to help
determine on what kinds of issues one should focus.
Some of these attacks can be countered by traditional computer security but as they affect every kind
of networked application are also encompassed here.
The following categorization scheme was derived
from personal experience, general literature and by
other classifications available in the literature ([DaScientia – Estudos Interdisciplinares em Computação
B. KARLSSON, B. FEIJÓ
vis, 2001; Gray, 2002; Yan and Choi, 2001; Pritchard,
2000]) that did not quite cover all the different kinds
of attacks or were too broad for digital games.
Attacks against networked games can be categorized as:
• Connivance: when communication happens
between two players that should not exchange
secrets;
• Policy abuse: when a player makes use of the
system policy to gain an advantage. One example is escaping, where a player that is going to
loose pretends to have lost his connection so
that the defeat is not registered. Can also happen in the form of scapegoating (or hit-thenhide), where the cheater uses a denial of service
attack to try to disconnect his opponent;
• Virtual wealth: character or game item exchange, kind of real life commerce created with
the popularization of on-line games and that
can be intentional or not. If intentional, one
can use digital signatures for non-repudiation
of such transferences, what would help players
in proving their transactions and belongings;
and the game must support a Fair-trade system. If not intentional, unfortunately there is
not much that can be done, as such commerce
usually happens outside the game world;
• Service theft: non authorized usage of the
system, either by password compromising or
authentication failure for example;
• Event manipulation: consists in the cheater
altering game events in order to gain an advantage, for example: “Compromised Servers”
were their configuration is changed. Differs
from other attacks for it’s focused basically on
servers and tries to make small changes to the
environment used by all players;
• Lack of secret: the cheater has access to supposedly secret information that should not be
available, can be accomplished by sniffing the
network or by reading memory positions, by
tampering with the client software. Some
examples are replacing textures with transparent ones, allowing a cheater to see through
walls or removing the fog of war in strategy
games;
• Internal misuse: bad faith from people within
the organization responsible for the game operation;
Volume 15 · No 2 · julho/dezembro 2004
169
• Social engineering: usage of social engineering
techniques in order to fool others into doing something that helps the cheater. Be it pretending to be from the support team and asking
for a user password, to convincing a player to
give the cheater some item;
• Rule manipulation: spoofing or authoritative
clients, altering client software behaviour or
network information in order to circumvent
game rules or to change a simulation result, for
example the usage of an aiming proxy that rewrites network packets in such a way that the
cheater always hits his target; another option
could be a replay attack;
• Bugs and design defects abuse: using breaches
in the game implementation in order to obtain
unfair advantages, like for instance, abusing
dead reckoning and getting more time to react to an event. If there is an exploitable bug,
cheaters will find it, exploit it in a matter of
days;
• Perfect game: utilization of bots, macros, or
information collected outside the game world
in order to accomplish a better performance.
Although in some cases not considered a cheat,
it can be considered as such in situations such
as reflex augmentation (consists of replacing or
enhancing the player skills and response with
an automated input) like using aim-bots (software that automatically aims for the player).
Just as card counting is strongly discouraged
in some card games, tools that help optimize
players’ actions are usually considered cheating, even if they don’t otherwise break the rules;
• Griefing: as digital networked games are inherently social activities and the systems that implement them assume norms of behavior, some
individuals (usually feeling hidden by the relative anonymity of online play) do not play
the game, but use it as a medium to attack or
disrupt other people fun.
Some of these classes of attacks indeed have an
intersection, but it only goes to show that attacks
can be seen and treated from different perspectives.
It is also important to remember that client software is on enemy hands, and the enemy has access
to all sorts of “helpers”, network sniffers, memory
snoopers, debuggers, etc.
170
4
SECURITY IN NETWORKED COMPUTER GAMES
Counter measures
Especially because of these kinds of attacks, online
game security is getting more attention and becoming an industry concern. Periodically attacks, announcements about “bad behaviours” and cheating
are announced [Greenhill, 1997] together with even
worse bugs (as the one on the Unreal engine [Luigi,
2003], that can affect more than 20 games and is open
for about 5 years, and can even allow for the execution of arbitrary remote code). Some facets of this
problem are exclusive of online games, and as such
are not focused on related research. Even in the contrary, most of available military simulation research
and the standard DIS not even consider cheating and
security violations [Smed et al ., 2001]. Authors in
[Kirmse and Kirmse, 1997] recognize two main goals
for security applied to networked games: protect sensitive information (credit card, personal private info,
etc.) and to provide a fair playing environment. One
must also not forget the necessity for security even
inside the game world [Kirmse, 2000; Fitch, 2001].
Traditional IT security solutions, can for sure
help developers and game operators to reach a
“good” online security as they range across the entire
gamut of attacks.
Gray provides a security industry vision [Gray,
2002] on how to improve networked games in this aspect (countering service theft, denial of service, password capturing). Good tips are to make players
aware of security concerns, maintain and open and
functional communication channel for complaint and
audit game server logs.
Another tip is: network performance is often the
biggest enemy of good game security. One shall
always keep an eye on borderline conditions (high
latency, server under DoS attack) and try to predict
how the game system will behave on such situation.
For fighting bugs and design issues, a good approach is too release patches as soon as possible and
check for patches applied before letting a player join
a game session; if possible, an automatic patching
system is recommended.
Yet another idea that can catch general attacks
is to monitor the game for strange behaviours; either
impossible behaviour (as a player moving way too
fast, that should cause the player disconnection) or
try to use some statistical approach to determine if
a player is too good to be true (but beware of false
positives). The suspicion of cheating by players can
cause serious problems for an online game.
A popular solution used in commercial environments is the usage of software security tools, these
tools attempt to detect and counter cheating soft-
ware by various strategies. Some products in this
area are: Cheating-Death [UnitedAdmins, 2004] and
PunkBuster [PunkBuster, 2004]. The server portion
of such solutions looks for anomalous network traffic
that corresponds to various cheating packages. This
is very similar to conventional Intrusion Detection
Systems (IDS) that have a catalog of signatures that
they continuously search for.
One must also pay special attention to the integrity of the game executable; there are two main
types of game integrity checks: state integrity (verifying whether the current game state is valid) and
rule or transition integrity (verifying whether the
transition between one state and the next is valid).
But as many online games have rules and state information that cannot be known while the game is being
played, some means must be used to verify activities
as they occur, where possible.
Usually cheaters perform network cheats by reverse engineering the game protocol in order to understand the meaning of its packets. A direct way
to try to prevent that is to use checksums. However,
there are weaknesses that just a checksum will not
solve: cheaters may discover the checksum algorithm
and bypass it or perform replay attacks.
If we cryptograph network packets, there will definitively be less chances of someone forging their
payload. However, there is still the necessity to have
some state information on the packets, like a timestamp and also ways to make packets with similar
payloads look different. Instead of an identifier, one
can use, pseudo random numbers, or add a variable
amount of padding to the packets in order to difficult
their identification by size [Kirmse, 2000]. Other alternative is to encode every communication [Isensee,
2002] and also encode important data in memory and
change its position at each execution.
Baughman and Levine present a protocol with
anti-cheating capabilities [Baughman and Levine,
2001] (during synchronization and in dead-reckoning,
and also suppress-correct (intentional packet drops),
and use the Xpilot game to test the protocol. Deals
also with implementation details, for example, when
players are on the same game cell in a MMORPG
(the game world is partitioned, and each of its parts
is a cell) the cheater can use the available info to
try to predict risky situations and change his strategy. Lee [Lee et al., 2002] attacks the same issues
as Baughman but faces latency and jitter.
Regarding game architectures, Davis proposes a
“Secure Game Contract” [Davis, 2001] implemented
with the use of middleware and protocols and also
stresses the necessity of security as standard and
default. Buro describes an anti cheating toolkit of
Scientia – Estudos Interdisciplinares em Computação
171
B. KARLSSON, B. FEIJÓ
his own, specific for RTS games [Buro, 2002]. Pritchard suggests an approach of loosening local command checks in such way that the cheater has the
impression that his cheat is working, but he would
be disconnected in a later check for having and invalid game state [Pritchard, 2000]. A different take
on the issue would be to use a proxy that would relief the server from filtering the network data [Mauve
et al., 2002].
There are also a number of non-technical solutions to security problems in online games. Game
monitors (real people) and good customer service are
always valuable and they can also be an effective tool
to deter cheating. Unfortunately, additional staffing
can be very expensive relative to software.
Another approach, more fun focused, is to use social techniques, as modeling player reputation [Fitch,
2001; Sanderson, 1999]. However, once again, special
attention must be paid to this, as attackers can even
use these anti-griefing systems to disrupt games by
targeting innocent players’ reputations.
One must always remember that good development practices are a major part of addressing security problems.
5
Conclusion
The goal of this work is to draw attention of the academic community and help understanding and dealing with its various aspects, since little research has
been focused in the field of security in networked digital games and there is a serious lack of information
regarding the subject.
This goal is pursued with the help of a vast bibliography from game related network to research to
current efforts in digital games security, this work
provides an overview of security problems faced by
networked games. The importance of research in the
field is shown along with the state of the art practices
in the entertainment industry world; and a categorization of cheats and network attacks and some counter measures are used to try to stress real-life situations and provide some guidance on research topics.
It must be remembered that digital networked games are a social activity and that security initiatives
must also be looked through this prism.
Given networked digital games enormous growth
in popularity, market size and complexity (especially
in the case of multi-user games), this kind of game
provides a wide range of opportunities for future research. And as such, ideas originated in other projects and research scenarios should also be evaluated
with games in mind, which can also raise community
Volume 15 · No 2 · julho/dezembro 2004
attention to the study of security issues in virtual
environment in general.
We stress the importance of future research in
networked games security both by industry and
academia and that although there are no perfectsecurity solutions, security can add a lot to player
experience in networked digital games.
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Submitted in 31/02/2004
Accepted in 31/02/2014
Volume 15 · No 2 · julho/dezembro 2004