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Cheating in Multiplayer Online Games: a Dataset

arXiv Security Archived Jun 05, 2026 ✓ Full text saved

arXiv:2606.06013v1 Announce Type: new Abstract: Cheating poses a significant threat to the Multiplayer Online Games (MOG) industry by degrading player satisfaction and undermining the fairness in competitive gaming. Despite efforts to develop mitigation techniques, cheating remains difficult to detect and prevent in practice. In particular, a class of cheats based on network flow disruption remains unsolvable. To find out how to detect such attacks we need access to representative labelled data.

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✦ AI Summary · Claude Sonnet


    Computer Science > Cryptography and Security [Submitted on 4 Jun 2026] Cheating in Multiplayer Online Games: a Dataset Hugo Bertin, Marc Dacier, Yérom-David Bromberg Cheating poses a significant threat to the Multiplayer Online Games (MOG) industry by degrading player satisfaction and undermining the fairness in competitive gaming. Despite efforts to develop mitigation techniques, cheating remains difficult to detect and prevent in practice. In particular, a class of cheats based on network flow disruption remains unsolvable. To find out how to detect such attacks we need access to representative labelled data. However, no such dataset exists. To address this gap, we leverage an experimental framework that combines a multiplayer online game with a plug-in capable of both reproducing cheating attacks and collecting logs at two levels: network and application-layer. This paper presents a dataset compiling records of game sessions played by both real players and automated game clients, with cheating actions explicitly logged. To the best of our knowledge, this is the first dataset that provides logs of network flow disruption cheats. While it includes such network-based cheats, it is not limited to them and also contains records of more commonly studied cheats, such as aimbots and wallhacks. This dataset can be used by researchers in academia and industry seeking to develop cheating detection mechanisms for online games. Furthermore, it is designed to be evolutive and can be enriched by others creating their own data traces with the proposed framework. Comments: 9 pages of Content + 7 of Appendix Subjects: Cryptography and Security (cs.CR) Cite as: arXiv:2606.06013 [cs.CR]   (or arXiv:2606.06013v1 [cs.CR] for this version)   https://doi.org/10.48550/arXiv.2606.06013 Focus to learn more Submission history From: Hugo Bertin [view email] [v1] Thu, 4 Jun 2026 11:03:18 UTC (1,018 KB) Access Paper: HTML (experimental) view license Current browse context: cs.CR < prev   |   next > new | recent | 2026-06 Change to browse by: cs References & Citations NASA ADS Google Scholar Semantic Scholar Export BibTeX Citation Bookmark Bibliographic Tools Bibliographic and Citation Tools Bibliographic Explorer Toggle Bibliographic Explorer (What is the Explorer?) Connected Papers Toggle Connected Papers (What is Connected Papers?) Litmaps Toggle Litmaps (What is Litmaps?) scite.ai Toggle scite Smart Citations (What are Smart Citations?) Code, Data, Media Demos Related Papers About arXivLabs Which authors of this paper are endorsers? | Disable MathJax (What is MathJax?)
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    arXiv Security
    Category
    ◬ AI & Machine Learning
    Published
    Jun 05, 2026
    Archived
    Jun 05, 2026
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