Question 1
Which of the following best describes 'desynchronization' as a cheating method in online games?
Question 2
What is the primary defense against 'replay attacks' in online game security?
Question 3
In the context of game security, what is the main purpose of 'rate limiting' player actions?
Question 4
Which of the following best describes the 'principle of least privilege' in game security?
Question 5
What is the primary risk of relying solely on client-side input validation in a multiplayer game?