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題名 以區塊鏈為基礎之虛擬資產管理機制:保障線上多人遊戲的公平性為例
Blockchain based virtual asset management mechanism: Fairness safeguard in online multiplayer games作者 陳冠華
Chen, Kuan-Hua貢獻者 蕭舜文<br>宋皇志
Hsiao, Shun-Wen<br>Sung, Huang-Chih
陳冠華
Chen, Kuan-Hua關鍵詞 區塊鏈遊戲
線上多人遊戲
遊戲公平性
遊戲規則
虛擬資產交易
Blockchain gaming
online multiplayer game
fairness
virtual asset trading日期 2020 上傳時間 2-Sep-2020 13:11:42 (UTC+8) 摘要 現今主流的電子遊戲為線上多人模式,而線上多人遊戲相較於單人單機遊戲更容易衍伸出作弊的問題。因為線上多人遊戲中的玩家會與其他位玩家在同個遊戲場域中競爭,因此遊戲公平性相當重要。區塊鏈公開、透明的特性恰巧可解決與遊戲相關的公平性問題,包含遊戲內的規則爭議、玩家的虛擬資產糾紛。雖然區塊鏈技術可解決遊戲公平性問題,但區塊鏈是相對較新的技術,並且市面上還未出現好的方法整合區塊鏈與遊戲設計,使得目前區塊鏈遊戲數量仍相當有限。\n此外,我們發現目前遊戲所使用到區塊鏈的本質大同小異,且相同類型的遊戲所應用的區塊鏈功能也雷同,例如:在區塊鏈上儲存玩家資料。但目前區塊鏈遊戲的開發方法大多屬於為特定遊戲功能所設置的區塊鏈解決方案,因此泛用性、易用性與重複使用性皆不足,使得區塊鏈遊戲開發程序繁雜。此外,針對遊戲開發的角度而言,目前卻還未有人將區塊鏈遊戲的開發過程標準化,導致遊戲開發商想導入區塊鏈技術時,得自行摸索現有遊戲以及專利文獻,來找尋合適的開發架構。\n因此,本研究將設計一套區塊鏈遊戲開發的架構,針對線上多人遊戲解決公平性問題,供開發商遵循此架構選擇需要的功能模組進行組合、開發遊戲。在架構流程設計後,本研究列舉「博弈遊戲」與「遊戲交易」這兩種在區塊鏈遊戲中最常見的遊戲形式作為驗證此架構的例子。區塊鏈技術解決了博弈遊戲最容易面臨到的規則公平問題;而在進行遊戲交易時,我們將以區塊鏈的不可竄改特性來確保玩家所持有的虛擬資產紀錄安全,以降低交易糾紛。\n本論文設計一套泛化區塊鏈遊戲的框架供遊戲開發商參照,包含登入系統、遊戲規則、虛擬資產發行機構、以及交易市場。開發商可選擇所需的功能為基底進行遊戲開發。期待未來在實務上能有越來越多開發商投入此架構,並朝向「跨遊戲平台、開發商的交易機制」發展。
Nowadays, the mainstream of electronic games is online multiplayer video game. Cheating is more rampant in current online multiplayer video games than single-player games because many players are competing with each other and each player tries to get ahead of their opponent. This competitive environment gives rise to many illicit activities in order to get advance in game play. Therefore, game fairness is necessary. Integration of blockchain technology in online multiplayer video games provides fairness for online games, includes security of game rule and the possession of the virtual asset. Although only few types of games apply to blockchain technology and methodologies they unitized have similar pattern, due to the logic design and function demand, the development of blockchain gaming is still complicated. The development efficiency of blockchain gaming may slow down because game developers need to refer to many literature and patents to develop the function they need. Therefore, we design an architecture process for blockchain gaming. Game developers can follow this framework to select the functions which the games require to develop.\nIn our research, the framework contains the interactive operations between gamers and developers. Additionally, it also includes the producer of virtual asset trading in market place. Finally, we use gambling and transaction as the proof of concept. Ensure this structure is complete and correct.\nWe anticipate there will be more and more game developers join this framework, and the process of developing blockchain gaming could be standardized. This would increase the efficiency of development process. Furthermore, we believe that with more and more developers adopted this framework, the future market will lean towards a mechanism that supports cross-game platform trading.參考文獻 一、 英文部分\nAlharby, M., & Van Moorsel, A. (2017). Blockchain-based smart contracts: A systematic mapping study. arXiv preprint arXiv:1710.06372.\nBartoletti, M., & Pompianu, L. (2017, April). An empirical analysis of smart contracts: platforms, applications, and design patterns. In International conference on financial cryptography and data security (pp. 494-509). Springer, Cham.\nBesançon, L., da Silva, C. F., & Ghodous, P. (2019, May). Towards Blockchain Interoperability: Improving Video Games Data Exchange. In . IEEE International Conference on Blockchain and Cryptocurrency.\nChristidis, K., & Devetsikiotis, M. (2016). Blockchains and smart contracts for the internet of things. Ieee Access, 4, 2292-2303.\nDimas, T. S. (2015). PEMBUATAN APLIKASI GAME DARK SIDE OF THE MOON (Doctoral dissertation, Universitas Widyatama).\nGauthierDickey, C., & Ritzdorf, C. (2012, November). Secure peer-to-peer trading for multiplayer games. In 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) (pp. 1-6). IEEE.\nGoldsmith, J. T. T., & Ray, M. E. (1948). U.S. Patent No. 2,455,992. Washington, DC: U.S. Patent and Trademark Office.\nHardjono, T., Lipton, A., & Pentland, A. (2019). Towards a Public Key Management Framework for Virtual Assets and Virtual Asset Service Providers. arXiv preprint arXiv:1909.08607.\nJayachandran, P. (2018). U.S. Patent Application No. 15/334,916.\nMehta, K. N., Kolkowitz, D. E., & Peruvemba, S. V. (2014). U.S. Patent No. 8,888,598. Washington, DC: U.S. Patent and Trademark Office.\nMin, T., Wang, H., Guo, Y., & Cai, W. (2019, August). Blockchain games: A survey. In 2019 IEEE Conference on Games (CoG) (pp. 1-8). IEEE.\nMunir, S., & Baig, M. S. I. (2019). Challenges and Security Aspects of Blockchain Based Online Multiplayer Games\nNakamoto, S. (2019). Bitcoin: A peer-to-peer electronic cash system. Manubot.\nOh, G., & Ryu, T. (2007, September). Game Design on Item-selling Based Payment Model in Korean Online Games. In DiGRA Conference.\nPagan, W. G. (2009). U.S. Patent Application No. 11/935,893.\nPoon, J., & Dryja, T. (2016). The bitcoin lightning network: Scalable off-chain instant payments.\nPritchard, M. (2000). How to hurt the hackers: The scoop on Internet cheating and how you can combat it. Gamasutra, July, 24.\nSikorski, J. J., Haughton, J., & Kraft, M. (2017). Blockchain technology in the chemical industry: Machine-to-machine electricity market. Applied Energy, 195, 234-246.\nSillaber, C., & Waltl, B. (2017). Life cycle of smart contracts in blockchain ecosystems. Datenschutz und Datensicherheit-DuD, 41(8), 497-500.\nStrachey, C., & Milne, R. (1976). A theory of programming language semantics. Boca Raton: Chapman and Hall.\nWood, G. (2014). Ethereum: A secure decentralised generalised transaction ledger. Ethereum project yellow paper, 151(2014), 1-32.\nYan, J., & Randell, B. (2005, October). A systematic classification of cheating in online games. In Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games (pp. 1-9). ACM.\nZheng, Z., Xie, S., Dai, H., Chen, X., & Wang, H. (2017, June). An overview of blockchain technology: Architecture, consensus, and future trends. In 2017 IEEE international congress on big data (BigData congress) (pp. 557-564). IEEE.\n\n二、 中文部分\n袁勇, & 王飞跃. (2016). 区块链技术发展现状与展望.\n潘天佑. (2012). 資訊安全概論與實務 (第三版)(電子書). 碁峰資訊股份有限公司.\n\n三、 網路資料\nACE Exchange (2019, April 25)。企業上鏈該如何選擇呢?公鏈、私有鏈與聯盟鏈【ACE Exchange】。2020年02月01日,取自https://medium.com/ace-exchange/consortium-blockchain-d922e85a2377\nAngelina H. Huang(2018年12月12日)。這是一個關於礦工挖礦的故事【Flowchain Taiwan】。2019年11月24日,取自https://medium.com/flowchain-tw/%E9%80%99%E6%98%AF%E4%B8%80%E5%80%8B%E9%97%9C%E6%96%BC%E7%A4%A6%E5%B7%A5%E6%8C%96%E7%A4%A6%E7%9A%84%E6%95%85%E4%BA%8B-e1a155a53cad\nCurran B (2019, December 4). Blockchain games: the current state of blockchain gaming technology. Retrieved January 22, 2020, from https://blockonomi.com/blockchain-games/\nDasiqoo(2016年12月12日)。Re: [問題] 線上賭博官方系統作弊?【PTT】2020年06月29日,取自https://pttgame.com/poker/M.1481473380.A.22C.html\nHimanshu Chawla (2018, April). How to write upgradable smart contracts in solidity! Retrieved May 28, 2020, from https://medium.com/quillhash/d8f1b95a0e9a\nYahsin Huang (2018, April 7)。不可不知 淺談ERC721與ERC20【區塊客】。2019年11月24日,取自https://blockcast.it/2018/04/07/erc721-erc20-ethereum-token-standard/\n王冠仁(2019年06月22日)。資安冏很大/盜帳號、奪虛寶…7成駭客抓不到【自由時報】。2019年12月20日,取自https://news.ltn.com.tw/news/society/paper/1297738\n李信宏(2012年10月09日)。暗黑3玩家遭鎖碼 求償5萬美元【自由時報】。2020年06月29日,取自https://news.ltn.com.tw/news/local/paper/621354\n徐瑞廷(2018年07月09日)。用科技杜絕「血鑽石」!區塊鏈在商場的 6 個應用,你都掌握了嗎?【經理人】。2019年12月20日,取自https://www.managertoday.com.tw/columns/view/56342\n高敬原(2019年09月16日)。加密喵星人遊戲開發者Dapper Labs獲3億元募資,連AppWorks也是投資人【數位時代】。2019年12月20日,取自https://www.bnext.com.tw/article/54758/cryptokitties-creator-dapper-labs-raises-11-million-and-unveils-flow-blockchain\n張嘉哲(2019年04月09日)。107年地方政府受理消費申訴案件 線上遊戲類連續2年高居第一名【消費者保護處】。2020年02月01日,取自https://cpc.ey.gov.tw/Page/6C059838CA9744A8/402ea59d-b622-41d2-82b1-c922bb0e1a09\n鄭貞茂(2017年11月13日)。區塊鏈的5把鑰匙【英語島雜誌】。2020年02月01日,取自https://www.eisland.com.tw/Main.php?stat=a_8pyxSaP 描述 碩士
國立政治大學
科技管理與智慧財產研究所
107364115資料來源 http://thesis.lib.nccu.edu.tw/record/#G0107364115 資料類型 thesis dc.contributor.advisor 蕭舜文<br>宋皇志 zh_TW dc.contributor.advisor Hsiao, Shun-Wen<br>Sung, Huang-Chih en_US dc.contributor.author (Authors) 陳冠華 zh_TW dc.contributor.author (Authors) Chen, Kuan-Hua en_US dc.creator (作者) 陳冠華 zh_TW dc.creator (作者) Chen, Kuan-Hua en_US dc.date (日期) 2020 en_US dc.date.accessioned 2-Sep-2020 13:11:42 (UTC+8) - dc.date.available 2-Sep-2020 13:11:42 (UTC+8) - dc.date.issued (上傳時間) 2-Sep-2020 13:11:42 (UTC+8) - dc.identifier (Other Identifiers) G0107364115 en_US dc.identifier.uri (URI) https://ah.lib.nccu.edu.tw/item?item_id=150892 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 科技管理與智慧財產研究所 zh_TW dc.description (描述) 107364115 zh_TW dc.description.abstract (摘要) 現今主流的電子遊戲為線上多人模式,而線上多人遊戲相較於單人單機遊戲更容易衍伸出作弊的問題。因為線上多人遊戲中的玩家會與其他位玩家在同個遊戲場域中競爭,因此遊戲公平性相當重要。區塊鏈公開、透明的特性恰巧可解決與遊戲相關的公平性問題,包含遊戲內的規則爭議、玩家的虛擬資產糾紛。雖然區塊鏈技術可解決遊戲公平性問題,但區塊鏈是相對較新的技術,並且市面上還未出現好的方法整合區塊鏈與遊戲設計,使得目前區塊鏈遊戲數量仍相當有限。\n此外,我們發現目前遊戲所使用到區塊鏈的本質大同小異,且相同類型的遊戲所應用的區塊鏈功能也雷同,例如:在區塊鏈上儲存玩家資料。但目前區塊鏈遊戲的開發方法大多屬於為特定遊戲功能所設置的區塊鏈解決方案,因此泛用性、易用性與重複使用性皆不足,使得區塊鏈遊戲開發程序繁雜。此外,針對遊戲開發的角度而言,目前卻還未有人將區塊鏈遊戲的開發過程標準化,導致遊戲開發商想導入區塊鏈技術時,得自行摸索現有遊戲以及專利文獻,來找尋合適的開發架構。\n因此,本研究將設計一套區塊鏈遊戲開發的架構,針對線上多人遊戲解決公平性問題,供開發商遵循此架構選擇需要的功能模組進行組合、開發遊戲。在架構流程設計後,本研究列舉「博弈遊戲」與「遊戲交易」這兩種在區塊鏈遊戲中最常見的遊戲形式作為驗證此架構的例子。區塊鏈技術解決了博弈遊戲最容易面臨到的規則公平問題;而在進行遊戲交易時,我們將以區塊鏈的不可竄改特性來確保玩家所持有的虛擬資產紀錄安全,以降低交易糾紛。\n本論文設計一套泛化區塊鏈遊戲的框架供遊戲開發商參照,包含登入系統、遊戲規則、虛擬資產發行機構、以及交易市場。開發商可選擇所需的功能為基底進行遊戲開發。期待未來在實務上能有越來越多開發商投入此架構,並朝向「跨遊戲平台、開發商的交易機制」發展。 zh_TW dc.description.abstract (摘要) Nowadays, the mainstream of electronic games is online multiplayer video game. Cheating is more rampant in current online multiplayer video games than single-player games because many players are competing with each other and each player tries to get ahead of their opponent. This competitive environment gives rise to many illicit activities in order to get advance in game play. Therefore, game fairness is necessary. Integration of blockchain technology in online multiplayer video games provides fairness for online games, includes security of game rule and the possession of the virtual asset. Although only few types of games apply to blockchain technology and methodologies they unitized have similar pattern, due to the logic design and function demand, the development of blockchain gaming is still complicated. The development efficiency of blockchain gaming may slow down because game developers need to refer to many literature and patents to develop the function they need. Therefore, we design an architecture process for blockchain gaming. Game developers can follow this framework to select the functions which the games require to develop.\nIn our research, the framework contains the interactive operations between gamers and developers. Additionally, it also includes the producer of virtual asset trading in market place. Finally, we use gambling and transaction as the proof of concept. Ensure this structure is complete and correct.\nWe anticipate there will be more and more game developers join this framework, and the process of developing blockchain gaming could be standardized. This would increase the efficiency of development process. Furthermore, we believe that with more and more developers adopted this framework, the future market will lean towards a mechanism that supports cross-game platform trading. en_US dc.description.tableofcontents 壹、 緒論 1\n一、 遊戲內部的公平性 2\n(一)、 玩家的作弊行為 2\n(二)、 開發商的不公爭議 3\n二、 虛擬資產的交易公平性 4\n貳、 文獻探討 10\n一、 背景 10\n(一)、 區塊鏈與智能合約 10\n(二)、 遊戲付款模式 17\n二、 文獻回顧 21\n(一)、 線上多人遊戲運用區塊鏈概念 21\n(二)、 線上多人遊戲交易平台 38\n(三)、 區塊鏈對線上多人遊戲的影響 42\n參、 研究設計 45\n一、 概論 47\n(一)、 區塊鏈遊戲架構的三大主體 51\n(二)、 玩家註冊、遊玩、交易流程 53\n(三)、 底層區塊鏈執行環境 55\n二、 區塊鏈執行環境 55\n三、 開發 57\n(一)、 功能開發方式 57\n(二)、 各功能交互作用模式 60\n四、 註冊登入流程 62\n五、 遊玩流程 63\n六、 交易流程 64\n肆、 個案分析 65\n一、 博奕遊戲 66\n二、 遊戲交易 69\n(一)、 交易市場的買賣(商城) 69\n(二)、 玩家與玩家間 (P2P) 的以物易物 74\n伍、 討論 77\n陸、 結論 79\n柒、 參考資料 80\n一、 英文部分 80\n二、 中文部分 81\n三、 網路資料 81 zh_TW dc.format.extent 3802937 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0107364115 en_US dc.subject (關鍵詞) 區塊鏈遊戲 zh_TW dc.subject (關鍵詞) 線上多人遊戲 zh_TW dc.subject (關鍵詞) 遊戲公平性 zh_TW dc.subject (關鍵詞) 遊戲規則 zh_TW dc.subject (關鍵詞) 虛擬資產交易 zh_TW dc.subject (關鍵詞) Blockchain gaming en_US dc.subject (關鍵詞) online multiplayer game en_US dc.subject (關鍵詞) fairness en_US dc.subject (關鍵詞) virtual asset trading en_US dc.title (題名) 以區塊鏈為基礎之虛擬資產管理機制:保障線上多人遊戲的公平性為例 zh_TW dc.title (題名) Blockchain based virtual asset management mechanism: Fairness safeguard in online multiplayer games en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 一、 英文部分\nAlharby, M., & Van Moorsel, A. (2017). Blockchain-based smart contracts: A systematic mapping study. arXiv preprint arXiv:1710.06372.\nBartoletti, M., & Pompianu, L. (2017, April). An empirical analysis of smart contracts: platforms, applications, and design patterns. In International conference on financial cryptography and data security (pp. 494-509). Springer, Cham.\nBesançon, L., da Silva, C. F., & Ghodous, P. (2019, May). Towards Blockchain Interoperability: Improving Video Games Data Exchange. In . IEEE International Conference on Blockchain and Cryptocurrency.\nChristidis, K., & Devetsikiotis, M. (2016). Blockchains and smart contracts for the internet of things. Ieee Access, 4, 2292-2303.\nDimas, T. S. (2015). PEMBUATAN APLIKASI GAME DARK SIDE OF THE MOON (Doctoral dissertation, Universitas Widyatama).\nGauthierDickey, C., & Ritzdorf, C. (2012, November). Secure peer-to-peer trading for multiplayer games. In 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) (pp. 1-6). IEEE.\nGoldsmith, J. T. T., & Ray, M. E. (1948). U.S. Patent No. 2,455,992. Washington, DC: U.S. Patent and Trademark Office.\nHardjono, T., Lipton, A., & Pentland, A. (2019). Towards a Public Key Management Framework for Virtual Assets and Virtual Asset Service Providers. arXiv preprint arXiv:1909.08607.\nJayachandran, P. (2018). U.S. Patent Application No. 15/334,916.\nMehta, K. N., Kolkowitz, D. E., & Peruvemba, S. V. (2014). U.S. Patent No. 8,888,598. Washington, DC: U.S. Patent and Trademark Office.\nMin, T., Wang, H., Guo, Y., & Cai, W. (2019, August). Blockchain games: A survey. In 2019 IEEE Conference on Games (CoG) (pp. 1-8). IEEE.\nMunir, S., & Baig, M. S. I. (2019). Challenges and Security Aspects of Blockchain Based Online Multiplayer Games\nNakamoto, S. (2019). Bitcoin: A peer-to-peer electronic cash system. Manubot.\nOh, G., & Ryu, T. (2007, September). Game Design on Item-selling Based Payment Model in Korean Online Games. In DiGRA Conference.\nPagan, W. G. (2009). U.S. Patent Application No. 11/935,893.\nPoon, J., & Dryja, T. (2016). The bitcoin lightning network: Scalable off-chain instant payments.\nPritchard, M. (2000). How to hurt the hackers: The scoop on Internet cheating and how you can combat it. Gamasutra, July, 24.\nSikorski, J. J., Haughton, J., & Kraft, M. (2017). Blockchain technology in the chemical industry: Machine-to-machine electricity market. Applied Energy, 195, 234-246.\nSillaber, C., & Waltl, B. (2017). Life cycle of smart contracts in blockchain ecosystems. Datenschutz und Datensicherheit-DuD, 41(8), 497-500.\nStrachey, C., & Milne, R. (1976). A theory of programming language semantics. Boca Raton: Chapman and Hall.\nWood, G. (2014). Ethereum: A secure decentralised generalised transaction ledger. Ethereum project yellow paper, 151(2014), 1-32.\nYan, J., & Randell, B. (2005, October). A systematic classification of cheating in online games. 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