

This is hard to do in practice because there is a delicate balance to be found between people who cheat through lagging, and people who simply suffer from an occasional hiccup in their Internet connection. When an "artificial" lag is detected, evict the offender and enforce a ban period. I see two conceptual paths for dealing with lag attacks: (If there is another resource I should list, let me know!) The Unreal network architecture is well documented, and is also vulnerable to this attack. Multiplayer games often use a p2p architecture, for example Hydra: Peer-to-Peer architecture for games, and a peer is easy to flood. Game protocols can use Latency Hiding to decrease the "perceived latency", but this may increase the impact of artificial lag. Online games commonly use UDP due to decreased latency and overhead, but this also increases the susceptibility to spoofing. But first lets talk a bit about game protocols. So, lets come up with a solution to this problem. They will often spoof the source IP address to make the attack difficult to trace. The tools to carry out this attack are simple to construct, readily available and easy to use. Some game companies have been made aware of this attack by their users, but are ignoring this vulnerability because they don't have a solution.

Artificial latency attacks affect a large number of multiplayer games. Another method is using a flood of syn or udp packets to cause controlled and predictable disruption in the game so that a player can gain an unfair advantage. One method of introducing artificial latency is using a lag switch, where the user intentionally disconnects their network cable. There are at-least two ways of creating artificial latency. There is an attack that some people have dubbed "lag hacking", and its gaining popularity in multiplayer games.
