distributed computing systems
play

Distributed Computing Systems Compensation techniques Cheating - PDF document

2/26/2016 Outline Network Games Architectures Distributed Computing Systems Compensation techniques Cheating Cloud games (Slides for Final Class) Peer-to-Peer Systems Overview P2P file sharing Communication


  1. 2/26/2016 Outline • Network Games – Architectures Distributed Computing Systems – Compensation techniques – Cheating – Cloud games (Slides for Final Class) • Peer-to-Peer Systems – Overview – P2P file sharing Communication Architectures Data and Control Architectures Split-screen All peers equal - Limited players -Easy to extend • Want consistency - Doesn’t scale (LAN only) – Same state on each node – Needs tightly coupled, low latency, small nodes • Want responsiveness – More computation locally to reduce network – Loosely coupled (asynchronous) Central server Server pool - Clients only to -Improved • In general, cannot do both  Tradeoffs server scalability -Server may be -More bottleneck complex Relay Architecture Choices “Relay” Architecture Abstraction (Example: Dumb terminal, send and wait for response) • Want control to propagate quickly so can update data ( responsiveness ) • Want to reflect same data on all nodes ( consistency ) (Example: Smart terminal, send and echo) 1

  2. 2/26/2016 Network Game Architectures Outline • Centralized • Network Games – Use only two-way relay (no short-circuit) – Architectures (done) – One node holds data so view is consistent at all times – Compensation techniques (next) – Lacks responsiveness • Distributed and Replicated – Cheating – Allow short-circuit relay, provides responsiveness – Cloud games – What about consistency?  Make design decisions • Peer-to-Peer Systems • Replicated has copies, used when predictable (e.g., behavior of non-player characters) – Overview • Distributed has local node only, used when unpredictable (e.g., behavior of players) – P2P file sharing Dead Reckoning Interest Management – Auras • Based on ocean navigation techniques (“dead” == “deduced ( ded .)”) • Predict position based on last known position plus direction – Only send updates when deviates past threshold • Nodes express area of interest to them – Do not get messages for outside areas (predicted position) (“warp”) - Only world information in circle/sent sent even if world is larger (actual position) - Side benefit  can • When prediction differs and adjust, get “ warping ” or prevent cheating (later) “ rubber-banding ” effect – Some techniques move smoothly to place over short time Time Delay Time Warp • Server delays processing of events • With network latency, must lead opponent to hit (even with “instant” weapon!) – Wait until all messages from clients arrive • Instead, knowing latency roll-back (warp) to when action took – (Note, game plays at highest round-trip time) place • Server sends messages to more distant client first, – Usually, estimate latency as ½ round-trip time delays messages to closer – Needs accurate estimate of round-trip time • Client 100 ms behind Server processes Client 1 Client 2 • Still hits (note command arrives both client commands command arrives blood) • (Boxes are bounding boxes ) Time Time Delay https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking 2

  3. 2/26/2016 Time Warp Notes Outline • Inconsistency • Network Games – Player target – Architectures (done) – Move around corner – Warp back  hit – Compensation techniques (done) – Bullets seem to “bend” around corner ! – Cheating (next)  “Magic” bullets – Cloud games • Fortunately, player often does not notice • Peer-to-Peer Systems – Doesn’t see opponent – Overview – May be just wounded – P2P file sharing Cheating Packet and Traffic Tampering • Packet interception – prevent some packets from • Unique to games reaching cheater – Other multi- person applications don’t have – e.g., suppress damage packets, so cheater is – e.g, Distributed Interactive Simulation (DIS), not invulnerable public, “employees” so considered trustworthy • Packet replay – repeat event over for added • Cheaters want: advantage – e.g., multiple bullets or rockets if otherwise limited – Vandalism – create havoc (relatively few). • Solutions: • Mostly, game design to prevent (e.g., no friendly fire) – MD5 Checksum or Encrypt packets – Dominance – gain advantage (more) – Authoritative host keeps within bounds • Next slides Information Exposure Packet Tampering • Allows cheater to gain access to • Reflex augmentation - enhance replicated, hidden game data (e.g. status of other players) cheater’s reactions – Passive, since does not alter traffic – e.g., aiming proxy monitors – e.g., ignore “fog of war” in RTS, or “wall opponents movement packets, hack” to see through walls in FPS when cheater fires, improve aim • Cannot be defeated by network alone • Tough to detect • Instead: – Sensitive data should be encoded – e.g., PunkBuster – scan for – Kept in hard-to-detect memory location “known” hacks – Centralized server may detect cheating – False positives? (e.g., attack enemy could not have seen) S. Yeung and J. Lui . “Dynamic Bayesian approach for detecting cheats in multi- player online games”, Springer Multimedia Systems, Vol. 14, No. 4 Sep. 2008. aimbot human 3

  4. 2/26/2016 Cloud-based Games Outline • Connectivity and capacity of networks growing • Network Games • Opportunity for cloud-based games – Architectures (done) – Game processing on servers in cloud – Compensation techniques – Stream game video down to client (done) – Client displays video, sends player input up to server – Cheating (done) – Cloud games (next) Game frames • Peer-to-Peer Systems Server – Overview Server – P2P file sharing Server Player input Thin Client Cloud Servers 20 Why Cloud-based Games? Cloud Game - Modules (1 of 2) • Input ( i ) – receives • Potential elastic scalability – Overcome processing and storage limitations of clients control messages from – Avoid potential upfront costs for servers, while supporting demand players • Ease of deployment – Client “thin”, so inexpensive ( $100 for OnLive console vs. $400 for • Game logic – manages Playstation 4 console) game content – Potentially less frequent client hardware upgrades – Games for different platforms (e.g., Xbox and Playstation) on one • Networking ( n ) – device exchanges data with • Piracy prevention – Since game code is stored in cloud, server controls content and server content cannot be copied • Rendering ( r ) – renders – Unlike other solutions (e.g., DRM), still easy to distribute to players • Click-to-play game frames – Game can be run without installation • How to put in cloud? Cloud Game - Modules (2 of 2) Application Streams vs. Game Streams “Cuts” • Traditional thin client • Approximate traffic analysis applications (e.g., x-term, 1. All game logic on player, – 70 kb/s traditional network remote login shell): cloud only relay game – Relatively casual interaction – 700 kb/s virtual world information (traditional • e.g., typing or mouse clicking – 2000-7000 kb/s live video network game) – Infrequent display updates (HD) • e.g., character updates or 2. Player only gets input and – 1000-7000 kb/s pre-recorded scrolling text displays frames (remote • Computer games: video rendering) – Intense interaction • Cloud-based games? • e.g., avatar movement and 3. Player gets input and shooting – 7000 kb/s (HD) – Frequently changing displays renders frames (local • e.g., 360 degree panning rendering) Challenge: Latency since player input requires round-trip to server before player sees effects 4

  5. 2/26/2016 Outline Definition of Peer-to-Peer (P2P) • Significant autonomy from central servers • Network Games (done) • Exploits resources at edges of Internet – Architectures (done) – Storage and content – Compensation techniques (done) – Multicast routing – Cheating (done) – CPU cycles – Cloud games (done) – Human knowledge (e.g., recommendations, • Peer-to-Peer Systems (next) classification) – Overview • Resources at edge may have intermittent – P2P file sharing connectivity P2P File Sharing – General P2P Includes • Alice runs P2P client on • Asks for “Hey Jude” • P2P communication her laptop • Application displays – Instant messaging – Voice-over-IP (e.g., Skype) • Registers her content in other peers with copy • P2P multicast routing P2P system • Alice choses one, Bob – e.g., Mbone, Yoid, Scattercast • File is copied from Bob’s • P2P computation computer to Alice’s – e.g., seti@home, folding@home • P2P systems built on overlays  P2P – e.g., PlanetLab • While Alice downloads, • P2P file sharing others upload – e.g., Napster, gnutella, KaZaA, eDonkey, BitTorrent … Example: Searching P2P File Sharing Capabilities N 2 1000’s of nodes N 1 N 3 • Allows Alice to show directory in her file Set of nodes may change system – Anyone can retrieve file from it Key=“title” Internet ? – Like Web server Value=MP3 data… Client Publisher • Allows Alice to copy files from other’s Lookup(“title”) N 4 N 6 – Like Web client N 5 • Allows users to search nodes for content based on keyword matches • Needles versus Haystacks – Like search engine (e.g., Google) Searching for top 40 pop song? Or obscure punk track ‘81 nobody’s heard of? • Search expressiveness Whole word? Regular expressions? File names? Attributes? Whole-text search? 5

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend