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Nathaniel E. Baughman

dblp:07/6074 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Network and information security
2 papers
Network security · 70% Systems and software security · 30%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Cloud and datacenter computing · 59% Distributed systems · 41%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Systems and software security › application security
game security
0.012001
Cheat-proof Playout for Centralized and Distributed Online Games · INFOCOM 2001
Cloud and datacenter computing
serverless computing
0.012001
Cheat-proof Playout for Centralized and Distributed Online Games · INFOCOM 2001
Collaborative and social computing › multi-user virtual environments
networked computer games
0.012007
Cheat-proof playout for centralized and peer-to-peer gaming · IEEE/ACM Trans. Netw. 2007
Distributed systems
peer-to-peer systems
0.012007
Cheat-proof playout for centralized and peer-to-peer gaming · IEEE/ACM Trans. Netw. 2007

Methods — techniques the papers use, named apart from their topics

simulation · 0.1protocol design · 0.1
YearPublicationVenuePosition
2007 Cheat-proof playout for centralized and peer-to-peer gaming
Nathaniel E. Baughman, Marc Liberatore, Brian Neil Levine
IEEE/ACM Trans. Netw.1
2001 Cheat-proof Playout for Centralized and Distributed Online Games
abstract
We explore exploits possible for cheating in real-time, multiplayer games for both client-server and distributed, serverless architectures. We offer the first formalization of cheating in online games and propose an initial set of strong solutions. We propose a protocol that has provable anti-cheating guarantees, but suffers a performance penalty. We then develop an extended version of this protocol, called asynchronous synchronization, which avoids the penalty, is serverless, offers provable anti-cheating guarantees, is robust in the face of packet loss, and provides for significantly increased communication performance. This technique is applicable to common game features as well as clustering and cell-based techniques for massively multiplayer games. Our performance claims are backed by analysis using a simulation based on real game traces.
Nathaniel E. Baughman, Brian Neil Levine
INFOCOM1