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상호 감시 기반의 온라인 게임 치팅 탐지 방법

Mutual Surveillance based Cheating Detection Method in Online Games

  • 김정환 (고려대학교 정보보호대학원) ;
  • 이상진 (고려대학교 정보보호대학원)
  • Kim, Jung-Hwan (Graduate School of Information Security, Korea University) ;
  • Lee, Sangjin (Graduate School of Information Security, Korea University)
  • 투고 : 2016.01.18
  • 심사 : 2016.02.16
  • 발행 : 2016.02.20

초록

온라인 게임은 서버와 신용할 수 없는 다수의 클라이언트들로 구성되어 있는 거대한 분산 시스템이다. 이러한 환경에서 불량 사용자들은 자신의 클라이언트나 네트워크 패킷의 조작을 통해 게임의 규칙에 위반되는 행위를 시도하고 게임의 흥행에 큰 악영향을 미친다. 클라이언트 기반의 해킹 탐지 방법은 클라이언트에 탐지 부담을 분배하는 장점이 있지만 우회가 용이하다는 문제점이 있다. 반면, 서버 기반의 탐지 방법은 신용할 수 있지만 많은 자원이 소모된다. 이에 본 논문에서는 클라이언트와 서버를 동시에 이용하는 보안 강화 방법을 제시하고자 한다. 이 방법은 서버의 부하를 최소화하면서도 쉽게 우회할 수 없는 강력한 보안을 제공할 것으로 기대된다.

An online game is a huge distributed system comprised of servers and untrusted clients. In such circumstances, cheaters may employ abnormal behaviors through client modification or network packet tampering. Client-side detection methods have the merit of distributing the burden to clients but can easily be breached. In the other hand, server-side detection methods are trustworthy but consume tremendous amount of resources. Therefore, this paper proposes a security reinforcement method which involves both the client and the server. This method is expected to provide meaningful security fortification while minimizing server-side stress.

키워드

참고문헌

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