METHOD AND APPARATUS FOR THWARTING TRAFFIC ANALYSIS IN ONLINE GAMES
First Claim
1. A computing device for facilitating a networked multi-player game comprising:
- a processor, the processor configured to execute computer-readable instructions for the multi-player game; and
a communication component coupled to the processor, the communication component configured to communicate with a decentralized system for providing a latency-sensitive communication between the computing device and at least one other game machine, said decentralized system comprising a plurality of proxies, wherein a network packet communicated between the computing device and the at least one other game machine is relayed by at least one proxy so as to impede traffic analysis.
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Accused Products
Abstract
The subject disclosure relates to a method and apparatus for routing data in a network-based computer game via proxy computers. The method and system includes a set of techniques that utilizes the proxy computers to thwart traffic analysis in high-speed games while continuing to satisfy the games'"'"' latency requirements. The method and apparatus facilitates thwarting multiple classes of traffic analysis, including inspection of unencrypted header fields, observation of packet size, correlation of packet timing, and collusion among players. A matchmaking system for matching players in a network-based computer game in a manner that resists traffic analysis is also provided.
80 Citations
20 Claims
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1. A computing device for facilitating a networked multi-player game comprising:
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a processor, the processor configured to execute computer-readable instructions for the multi-player game; and a communication component coupled to the processor, the communication component configured to communicate with a decentralized system for providing a latency-sensitive communication between the computing device and at least one other game machine, said decentralized system comprising a plurality of proxies, wherein a network packet communicated between the computing device and the at least one other game machine is relayed by at least one proxy so as to impede traffic analysis. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16)
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17. A method for forming new networked multi-player games, comprising the steps of:
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selecting a host for each game; selecting a plurality of proxies for each game, the plurality of proxies having a corresponding latency to the host for each game, each of the corresponding latencies conforming to a latency tolerance for each corresponding game; and selecting a game for each of a plurality of guests such that a latency between a guest and the plurality of proxies conforms to the latency tolerance for each corresponding game. - View Dependent Claims (18, 19)
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20. A method for routing data in a network-based computer game comprising:
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assigning a proxy to a player computer, the proxy being at least one of a single proxy computer and a set of proxy computers, wherein the proxy is a network node that routes gaming data between the player computer and at least one other player computer; receiving the gaming data at the proxy from a source such that the gaming data is embedded within an encrypted set of data packets; and transmitting the gaming data from the proxy to a destination, either directly or via another proxy, so as to conform with a latency tolerance of the computer game.
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Specification