|Supervisor:||Prof. Gudrun Klinker|
|Advisor:||Dyrda, Daniel (@ga67gub)|
Cheating in video games has seen an uptick since players do not have to buy magazines or books for cheat codes anymore but rather have hundreds of ready-made cheats at their disposal through one google search. This also now impacts more than just the cheater themselves as many video games have moved their services online and multiplayer has become an integral part of gaming. Video game developers need to provide anti-cheating measures with their game to ensure a fair playing experience. Developing an anti-cheat engine is a huge undertaking and knowing what kind of anti-cheat engine the game demands is hard to evaluate. This process is made easier by defining the constraints of the system before development. The thesis proposes questions from different areas to establish the basic framework of what the anti-cheat engine demands. We then present different existing anti-cheating measures which are put into the context of the constraints and assessed through them. Thus, this thesis supports developers in the process of designing an anti-cheat engine while evaluating existing measures. The work also proposes different repercussions players can face for cheating.
[ Slides Kickoff/Final (optional)]