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Date: Fri, 20 Mar 2015 11:39:04 -0400
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From: Rishab Nithyanand <rishabn.uci@gmail.com>
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Thanks!
Good question about the audio communication channel. For this work we only
considered communication through game moves. Our reasoning for avoiding
using voice/text communication channels were:
* it's been shown in the past that mimicking human voice traffic is very
very hard, we didn't want to fall into this trap.
* the amount of game chatter probably varies per game, and then we need to
start making per-game customizations regarding the amount of chatter we get
to inject.
In general, it could help speed up the data rates significantly, but it's
likely to add the need for significant per-game customizations (we were
trying to achieve the opposite).

References were ordered alphabetically (default with my bib compiler). Good
catch with the *inspecting*, that needs to be removed -- error while
removing my comments from the source files.

On Fri, Mar 20, 2015 at 11:12 AM, Speak Freely <when2plus2is5@riseup.net>
wrote:

> Interesting concept.
>
> Did you think about using in-game voice communications to speed up
> throughput? Taking the covert data and encoding it into an encrypted
> audio stream, and make it look like normal game chatter?
>
> Just a thought.
>
> ----
>
> Is there a reason for the references to be unordered?
>
> 16, 13, 20-22, 12, 9, 24, 26, 10, 18, 25, 15, 14, 11, 3, 1, 11, 5, 18,
> 25, 6, 14, 15, 11, 8, 17, 7, 11, 7, 2, 11, 4, 23, 19, 6
>
> Its kind of crazy.
>
> ----
>
> One quick find:
>
> "Custom Game Clients: A motivated adversary may also attempt to detect
> users of Castle by
> running their own game client. They may then join games in popular game
> lobbies and analyze
> maps and commands issued by players. *inspecting*"
>
>
> Everything before and after inspecting is missing.
>
>
>
> Kind regards,
>
> Matt
> Speak Freely
> --
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