Conference Proceeding
TrInc: Small Trusted Hardware for Large Distributed Systems.
01/2009;
pp.1-14 In proceeding of: Proceedings of the 6th USENIX Symposium on Networked Systems Design and Implementation, NSDI 2009, April 22-24, 2009, Boston, MA, USA
Source: DBLP
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Conference Proceeding: Fault-scalable Byzantine fault-tolerant services.
Proceedings of the 20th ACM Symposium on Operating Systems Principles 2005, SOSP 2005, Brighton, UK, October 23-26, 2005; 01/2005 -
Article: Farsite: federated, available, and reliable storage for an incompletely trusted environment
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ABSTRACT: Farsite is a secure, scalable file system that logically functions as a centralized file server but is physically distributed among a set of untrusted computers. Farsite provides file availability and reliability through randomized replicated storage; it ensures the secrecy of file contents with cryptographic techniques; it maintains the integrity of file and directory data with a Byzantine-fault-tolerant protocol; it is designed to be scalable by using a distributed hint mechanism and delegation certificates for pathname translations; and it achieves good performance by locally caching file data, lazily propagating file updates, and varying the duration and granularity of content leases. We report on the design of Farsite and the lessons we have learned by implementing much of that design.ACM SIGOPS Operating Systems Review 11/2002; 36(SI):1-14. -
Conference Proceeding: Cheat-proof playout for centralized and distributed online games
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ABSTRACT: We explore exploits possible for cheating in real-time, multiplayer games for both client-server and distributed, serverless architectures. We offer the first formalization of cheating in online games and propose an initial set of strong solutions. We propose a protocol that has provable anti-cheating guarantees, but suffers a performance penalty. We then develop an extended version of this protocol, called asynchronous synchronization, which avoids the penalty, is serverless, offers provable anti-cheating guarantees, is robust in the face of packet loss, and provides for significantly increased communication performance. This technique is applicable to common game features as well as clustering and cell-based techniques for massively multiplayer games. Our performance claims are backed by analysis using a simulation based on real game tracesINFOCOM 2001. Twentieth Annual Joint Conference of the IEEE Computer and Communications Societies. Proceedings. IEEE; 02/2001
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