Support for pseudonymity in online table games

Detalhes bibliográficos
Autor(a) principal: Mota, Diogo Martins
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10773/35781
Resumo: Online gaming is an interesting way to bring players together from various locations without the need for physical presence. But it raises several security issues, one of them being the possibility of collusion attacks. Such attacks can involve different players working together for a common goal or a single player using multiple accounts (an attack called Sybil, or self-collusion). One way to combat collusion attacks is to prevent players from knowing whom they are playing with. However, this means that players must be anonymous to others. This would require that even some kind of long-term pseudonym could not be presented to other players, because it could be identified by possible Sybil attackers. To solve this problem, we implemented an architecture with Sybil attack prevention in mind. To create an architecture capable of accomplishing our goal, a system that has anonymity when matching via pseudonym but can also hold valuable data of the players was necessary. Using pseudonyms, both long and short-term, to counter Sybil attacks (keep Sybil attacks at a minimum) was the idea to avoid forced matches between players.
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spelling Support for pseudonymity in online table gamesAnonymityCollusionOnline gamesPseudonymsSybil attackTable gamesOnline gaming is an interesting way to bring players together from various locations without the need for physical presence. But it raises several security issues, one of them being the possibility of collusion attacks. Such attacks can involve different players working together for a common goal or a single player using multiple accounts (an attack called Sybil, or self-collusion). One way to combat collusion attacks is to prevent players from knowing whom they are playing with. However, this means that players must be anonymous to others. This would require that even some kind of long-term pseudonym could not be presented to other players, because it could be identified by possible Sybil attackers. To solve this problem, we implemented an architecture with Sybil attack prevention in mind. To create an architecture capable of accomplishing our goal, a system that has anonymity when matching via pseudonym but can also hold valuable data of the players was necessary. Using pseudonyms, both long and short-term, to counter Sybil attacks (keep Sybil attacks at a minimum) was the idea to avoid forced matches between players.Os jogos online são uma forma interessante de reunir jogadores de vários locais sem a necessidade de presença física. Mas levantam várias questões de segurança, uma das quais é a possibilidade de ataques de conluio. Tais ataques podem envolver diferentes jogadores a trabalhar em conjunto para um objetivo comum ou um único jogador usando múltiplas contas (um ataque chamado Sybil, ou auto-conluio). Uma forma de combater ataques de conluio é impedir que os jogadores saibam com quem estão a jogar. No entanto, isto significa que os jogadores devem ser anónimos para os outros. Isto exigiria algum tipo de pseudónimo de longo prazo que não pudesse ser apresentado a outros jogadores, porque poderia ser identificado por possíveis atacantes de Sybil. Para resolver este problema, implementámos uma arquitetura com a prevenção de ataques de Sybil em mente. Para criar uma arquitetura capaz de cumprir o nosso objetivo, era necessário um sistema que tivesse o anonimato ao fazer o matching através de pseudónimos, mas que também pudesse conter dados dos jogadores. A utilização de pseudónimos, tanto de longa como curta duração, para combater os ataques de Sybil (manter os ataques de Sybil no mínimo) foi a ideia utilizada para evitar um matching forçado entre os jogadores.2023-01-16T11:13:06Z2022-07-25T00:00:00Z2022-07-25info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10773/35781engMota, Diogo Martinsinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-22T12:09:10Zoai:ria.ua.pt:10773/35781Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:06:50.951363Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Support for pseudonymity in online table games
title Support for pseudonymity in online table games
spellingShingle Support for pseudonymity in online table games
Mota, Diogo Martins
Anonymity
Collusion
Online games
Pseudonyms
Sybil attack
Table games
title_short Support for pseudonymity in online table games
title_full Support for pseudonymity in online table games
title_fullStr Support for pseudonymity in online table games
title_full_unstemmed Support for pseudonymity in online table games
title_sort Support for pseudonymity in online table games
author Mota, Diogo Martins
author_facet Mota, Diogo Martins
author_role author
dc.contributor.author.fl_str_mv Mota, Diogo Martins
dc.subject.por.fl_str_mv Anonymity
Collusion
Online games
Pseudonyms
Sybil attack
Table games
topic Anonymity
Collusion
Online games
Pseudonyms
Sybil attack
Table games
description Online gaming is an interesting way to bring players together from various locations without the need for physical presence. But it raises several security issues, one of them being the possibility of collusion attacks. Such attacks can involve different players working together for a common goal or a single player using multiple accounts (an attack called Sybil, or self-collusion). One way to combat collusion attacks is to prevent players from knowing whom they are playing with. However, this means that players must be anonymous to others. This would require that even some kind of long-term pseudonym could not be presented to other players, because it could be identified by possible Sybil attackers. To solve this problem, we implemented an architecture with Sybil attack prevention in mind. To create an architecture capable of accomplishing our goal, a system that has anonymity when matching via pseudonym but can also hold valuable data of the players was necessary. Using pseudonyms, both long and short-term, to counter Sybil attacks (keep Sybil attacks at a minimum) was the idea to avoid forced matches between players.
publishDate 2022
dc.date.none.fl_str_mv 2022-07-25T00:00:00Z
2022-07-25
2023-01-16T11:13:06Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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url http://hdl.handle.net/10773/35781
dc.language.iso.fl_str_mv eng
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