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Reliable transmission over covert channels in first person shooter multiplayer games

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conference contribution
posted on 2024-07-09, 19:49 authored by Sebastian Zander, Grenville Armitage, Philip BranchPhilip Branch
We propose and evaluate a novel improvement to a previously published, unreliable covert channel based on the network traffic of multiplayer, first person shooter online games (FPSCC). Covert channels typically embed themselves within pre-existing (overt) data transmissions in order to carry hidden messages. FPSCC encodes covert bits as slight, yet continuous, variations of a player's character's movements. These variations are visually imperceptible to human players, yet occur frequently enough to create a low bit-rate covert channel. The nature of first person shooter network protocols means the original FPSCC channel is noisy (not reliable), experiencing a significant number of bit errors (including synchronisation errors). We have now augmented FPSCC to ensure bits are transmitted reliably. Evaluation of our technique with a prototype demonstrates throughput of up to 13 bits/second without any bit errors.

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ISBN

9781424444885

Journal title

Proceedings - Conference on Local Computer Networks, LCN

Conference name

Conference on Local Computer Networks, LCN

Pagination

169-176

Publisher

IEEE

Copyright statement

Copyright © 2009 IEEE. The published version is reproduced in accordance with the copyright policy of the publisher. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.

Language

eng

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