Cheat-Proof Playout for Centralized and Distributed Online Games¶
Baughman, N. E., & Levine, B. N. (2001). Cheat-Proof Playout for Centralized and Distributed Online Games. IEEE.
Cited by¶
2 citations across 1 artifact.
Domain-specific¶
- Lockstep protocol
- Descriptive game-networking identity only; no exploit code, credential bypass, or offensive procedure is provided.
- … demonstrates that no participant can change its turn action after learning another participant’s action, and all honest peers apply the same authenticated action set at the same logical step. to An applied instance preserves the same invariant under a changed scale, notation, jurisdiction, dataset, or implementation..
Verification¶
Does it exist? Not checked yet. This entry carries no identifier to resolve. It was extracted from the citation as written in the article, normalized, and deduplicated against the rest of the registry.
Does it back the claim? Not recorded. Neither this nor any other of the 2 citations of this work carries a recorded support check.
Support is checked per citation rather than per work — the same source can be cited soundly in one article and wrongly in another. Per-citation recording began recently, so a citation with no recorded check is a gap in the record rather than evidence it went unchecked.
See how references were verified.
Registry ID ref:4bcab66e79bb · see in the full table