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Cheat Detection in On-Line Multi-Player Games using Graphics Processing Units

Myrseth, Martin Øinæs
Master thesis
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Myrseth.pdf (1.619Mb)
Year
2009
Permanent link
http://urn.nb.no/URN:NBN:no-23699

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  • Institutt for informatikk [3656]
Abstract
On-line multi-player games have experienced an impressive growth over the last decade.

Despite this success, game providers struggle to keep up with the many different types

of cheating occurring in these games. Due to the computational demand of a large scale

multi-player on-line game, server resources are becoming scarce. This makes the task of

implementing cheat detection mechanisms difficult, because of the lack of computational

resources. Advances within the field of General Purpose computing on Graphic Processing

Units (GPGPU), have given developers easier access to the computational power of the

GPU.

In this thesis, we investigate what possible benefits there are of implementing a GPGPU

cheat detection mechanism. We have developed a framework for a game simulator that

includes a simple customizable physical engine and a cheat detection mechanism. We have

created both a CPU and a GPGPU version of the cheat detection mechanism we have

constructed. The GPGPU implementation runs on NVIDIA GPUs using the Compute

Unified Device Architecture (CUDA) framework. We have also constructed a simple user

interface to provide a graphical representation of the game simulator.

The results we have obtained from our research indicate that offloading cheat detection

mechanisms to the GPU, increases the speed of the mechanism. We also discover that in

addition to being faster, the GPU mechanism allows the Central Processing Unit (CPU)

to perform other game relevant tasks while the mechanism is executing. Overall, our

research shows that game providers can benefit from offloading certain parts of their

server side processing to the GPU.
 
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