Method and apparatus for thwarting traffic analysis in online games
First Claim
Patent Images
1. A receiver proxy comprising:
- computer-readable instructions that configure the receiver proxy to;
receive data packets from multiple player computers of multiple game players that are participating in a game, the multiple player computers executing instances of game code of the game, wherein the data packets are received in a particular order,permute the data packets into a permuted order that is different than the particular order in which the data packets were received from the multiple player computers, andsend the data packets received from the multiple player computers of the multiple game players to another player computer of another game player in the permuted order that is different than the particular order in which the data packets were received from the multiple player computers, wherein the another player computer is also participating in the game by executing another instance of the game code of the game; and
at least one processing unit configured to execute the computer-readable instructions.
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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.
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Citations
20 Claims
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1. A receiver proxy comprising:
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computer-readable instructions that configure the receiver proxy to; receive data packets from multiple player computers of multiple game players that are participating in a game, the multiple player computers executing instances of game code of the game, wherein the data packets are received in a particular order, permute the data packets into a permuted order that is different than the particular order in which the data packets were received from the multiple player computers, and send the data packets received from the multiple player computers of the multiple game players to another player computer of another game player in the permuted order that is different than the particular order in which the data packets were received from the multiple player computers, wherein the another player computer is also participating in the game by executing another instance of the game code of the game; and at least one processing unit configured to execute the computer-readable instructions. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. One or more hardware computer storage media storing computer-readable instructions which, when executed by a computing device, cause the computing device to act as a receiver proxy by performing acts comprising:
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receiving data packets from multiple player computers of multiple game players that are participating in a game, the multiple player computers executing instances of game code of the game, wherein the data packets are received in a particular order; permuting the data packets into a permuted order that is different than the particular order in which the data packets were received from the multiple player computers; and sending the data packets received from the multiple player computers of the multiple game players to another player computer of another game player in the permuted order, wherein the another player computer is also participating in the game by executing another instance of the game code of the game. - View Dependent Claims (9, 10, 11, 12)
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13. A method performed by a computing device acting as a receiver proxy, the method comprising:
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receiving data packets from multiple player computers of multiple game players that are participating in a game, the multiple player computers executing instances of game code of the game, wherein the data packets are received in a particular order; permuting the data packets into a permuted order that is different than the particular order in which the data packets were received from the multiple player computers; and sending the data packets received from the multiple player computers of the multiple game players to another player computer of another game player in the permuted order, wherein the another player computer is also participating in the game by executing another instance of the game code of the game. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20)
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Specification