跳到主要內容

簡易檢索 / 詳目顯示

研究生: 黃冠宇
Guan-Yu Huang
論文名稱: 利用多變量分析
Trustworthy User Selection by Multivariate Analysisfor Massively Multiplayer Online Games
指導教授: 江振瑞
Jehn-Ruey Jiang
口試委員:
學位類別: 碩士
Master
系所名稱: 資訊電機學院 - 資訊工程學系
Department of Computer Science & Information Engineering
畢業學年度: 97
語文別: 中文
論文頁數: 35
中文關鍵詞: 多人線上遊戲惡意玩家值得信任度聲望因素多變量分析
外文關鍵詞: Malicious Player, MMOGs, Trustworthiness, Reputation Factor, Multivariate Analysis
相關次數: 點閱:10下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 近年來,隨著網路的發達,多人線上遊戲也越來越熱門。然而由於網路的隱匿性,遊戲中時常存在惡意玩家(使用者)為了私人的利益欺騙或擾亂其他玩家。玩家在遊戲中選擇一些其他玩家進行互動與合作,常因為對對方過去行為資訊的不足而做出錯誤的選擇與判斷,造成玩家的不安全感而大大減低線上遊戲的樂趣。因此,我們在這篇論文中提出一個適合各種線上遊戲的信任使用者選擇方法。在線上遊戲中,有許多影響玩家是否值得信任的因素,我們稱之為聲望因素(reputation factor)。聲望因素隨著遊戲的不同或使用者行為的不同而有所改變,其相對重要性也隨著改變。我們利用多變量分析(multivariate analysis)來計算每個聲望因素之權重,並且根據環境狀況做適當的權重調整,以便能夠讓玩家精確地選擇出最值得信任的一些其他玩家,以進行互動與合作。我們也針對所提的方法,執行許多模擬實驗來展示其效能。


    In recent years, massively multiplayer online games (MMOGs) have become more and more popular. However, due to the anonymity of networks, malicious players (users) can cheat or disturb other players for their own benefits. Players may make wrong decisions about choosing players to interact or cooperate with because of the lack of accurate user selection schemes. In this thesis, we propose a trustworthy user selection scheme for MMOGs based on multiple user reputation factors. Different reputation factors have different relative importance. We utilize multivariate analysis to adjust the weights of reputation factors to reflect their importance. By the proposed
    scheme, an MMOG player can easily and accurately choose players that are most trustworthy to interact or cooperate with. We also perform simulation experiments for
    the proposed scheme to demonstrate its performance.

    Chinese abstract ...................................................................................................... 2 Abstract................................................................................................................... 3 目錄........................................................................................................................ i 圖目錄.................................................................................................................... iii 一.緒論................................................................................................................ 1 二.相關背景與研究........................................................................................... 4 2.1 以中央伺服器為基礎. . . . . . . . . . . . . . . . . . . . . . . . . 4 2.2 以同儕式網路為基礎. . . . . . . . . . . . . . . . . . . . . . . . . 5 2.2.1 分散式聲望評估方式. . . . . . . . . . . . . . . . . . . . . 7 2.2.2 分散式聲望之儲存與詢問. . . . . . . . . . . . . . . . . . 8 2.2.3 其他議題. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 2.3 在同儕式多人線上遊戲中建立聲望. . . . . . . . . . . . . . . . . 9 三.信任使用者選擇策略................................................................................... 11 3.1 環境敘述. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.2 TuS演算法流程. . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 3.3 利用多變量分析計算權重. . . . . . . . . . . . . . . . . . . . . . 16 四.實驗部分........................................................................................................ 18 4.1 實驗環境. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 4.2 實驗結果. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 4.2.1 TuS精準度分析. . . . . . . . . . . . . . . . . . . . . . . . 19 4.2.2 惡意使用者行為的影響. . . . . . . . . . . . . . . . . . . . 22 4.2.3 選擇度分析. . . . . . . . . . . . . . . . . . . . . . . . . . . 24 4.2.4 高維度分析. . . . . . . . . . . . . . . . . . . . . . . . . . . 26 i 目錄 五.討論................................................................................................................ 29 5.1 信任使用者選擇的安全性問題. . . . . . . . . . . . . . . . . . . . 29 5.2 聲望的儲存與詢問. . . . . . . . . . . . . . . . . . . . . . . . . . 30 六.結論................................................................................................................ 32 參考文獻................................................................................................................ 33

    [1] ebay, http://www.ebay.com/.
    [2] Kazaa, http://www.kazaa.com/.
    [3] Second life. http://secondlife.com/.
    [4] Skype, http://www.skype.com/.
    [5] World of warcraft. http://www.worldofwarcraft.com/.
    [6] Yahoo! auctions, http://auctions.yahoo.com/.
    [7] K. Aberer and Z. Despotovic. Managing trust in a peer-to-peer information system.In Proc. ACM CIKM, pages 310 – 317, 2001.
    [8] Karl Aberer. P-Grid: A self-organizing access structure for P2P information systems. LNCS (CoopIS), 2172:179–194, 2001.
    [9] Y. Atif. Building trust in e-commerce. IEEE Internet Computing, 6:18 – 24, 2002.
    [10] A. Bharambe, J. Pang, and S. Seshan. Colyseus: A distributed architecture for online multiplayer games. In Proc. NSDI, pages 155–168, 2006.
    [11] Xiang bin Shi, Liu Fang, Du Ling, Xiao hong Chen, and Yuan sheng Xing. A cheating detection mechanism based on fuzzy reputation management of p2p mmogs.In SNPD 2007, volume 1, pages 75–80.
    [12] Sonja Buchegger and Jean-Yves Le Boudec. A robust reputation system for p2p and mobile ad-hoc networks. In Proc. Second Workshop on Economics of
    P2P Systems, June 2004.
    [13] B. Cohen. Incentives build robustness in bittorrent. In Proc. Wksp. On Economicsof Peer-to-Peer Systems, 2003.
    [14] C. Dellarocas. Analyzing the economic efficiency of ebay-like online reputation reporting mechanisms. In Proc. of the 3rd ACM conference on Electronic Commerce, pages 171 – 179, 2001.
    [15] Saurabh Ganeriwal and Mani B. Srivastava. Reputation-based framework for high integrity sensor networks. In Proc. of SASN, Washington, D.C., USA, October 2004.
    [16] S. Y. Hu, J. F. Chen, and T. H. Chen. Von: A scalable peer-to-peer network for virtual environments. IEEE Network, 20(4):22–31, 2006.
    [17] Esa Hyytia, Pasi Lassila, and Jorma Virtamo. A markovian waypoint mobility model with application to hotspot modeling. In Proc. of IEEE ICC, 2006.
    [18] R. Ismail and A. Josang. The beta reputation system. In Proc. of the 15th Bled Conference on Electronic Commerce, 2002.
    [19] S. Kamvar, M. Schlosser, and H. Garcia-Molina. The eigentrust algorithm for reputation management in p2p networks. In Proc. ACM World Wide Web Conf. (WWW ’03), May 2003.
    [20] B. Knutsson, H. Lu, W. Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games. In Proc. INFOCOM, pages 96–107, 2004.
    [21] Shanshan Liu, Jinlong Li, and Xufa Wang. Local reputation for p2p mmog design. In Proc. Int. Conf. Parallel and Distributed Computing, Applications and
    Technologies (PDCAT 2007), pages 523–528, 2007.
    [22] KV Mardia, JT Kent, and JM Bibby. Multivariate analysis. academic press., 1979.
    [23] L. Mui, M. Mohtashemi, C. Ang, P. Szolovits, and A. Halberstadt. Ratings in distributed systems: A bayesian approach, 2001.
    [24] S. Ratnasamy, P. Francis, M. Handley, R. Karp, and S. Shenker. A scalable content-addressable network. In Proc. of ACM SIGCOMM, August 2001.
    [25] Stefan Schmidt, Elizabeth Chang, Tharam Dillon3, and Robert Steele. Fuzzy decision support for service selection in e-business environments. In Computational
    Intelligence in Multicriteria Decision Making, IEEE, pages 374–381, 2007.
    [26] Shanshan Song, Kai Hwang, Runfang Zhou, and Yu-Kwong Kwok. Trusted p2p transactions with fuzzy reputation aggregation. IInternet Computing, IEEE., 9(6):24–34, 2005.
    [27] Ion Stoica, Robert Morris, David Karger, Frans Kaashoek, and Hari Balakrishnan. Chord: A scalable peer-to-peer lookup service for internet applications. In Proc.
    ACM SIGCOMM, pages 149–160, 2001.
    [28] L. Xiong and Ling Li. Peertrust: Supporting reputation based trust for peer-topeer electronic communities. IEEE TKDE, 16:843–857, 2004.
    [29] Yanchao Zhang and Yuguang Fang. A fine-grained reputation system for reliable service selection in peer-to-peer networks. IEEE Transaction on Parallel and
    Distributed Systems, 18(8):1134–1145, 2007.
    [30] Runfang Zhou and Kai Hwang. Powertrust: A robust and scalable reputation system for trusted peer-to-peer computing. IEEE Transaction on Parallel and Distributed Systems, 18(4):460–473, 2007.

    QR CODE
    :::