Suppose you are designing a PC game that keeps track of high scores. In addition to keeping local scores, a global high score server is set up that is accessed by the game over the internet. Players should be able to submit their high scores to the global high score list right after they have completed a game, or later, from their local high score list. This must be a common problem; arcade games on modern game consoles often feature a global high score list that works like this.
My question boils down to: how can you prevent someone from submitting bogus high scores? Or, stated another way, how can the global high score server be sure that a submitted score was really produced by a run through the game?
The more I thought about this, the more I think it may be an unsolvable problem.
What you'd commonly do to verify that a message originated from a certain source is have the source digitally sign the message. You could certainly do that in this case, but the real problem is that the player, by having the software, also has the software's private key. No matter how obfuscated it might be, it can be reverse engineered, or even just plucked from memory.
Another option would be to send along a replay of the player's game to the high score server, which would quickly run the replay and verify that the submitted score matches the outcome of the replay. This doesn't solve the problem, but it certainly makes it more difficult to forge a bogus high score if you also have to produce a very complex replay that "proves" it.
Is this a problem that has a solution, or is it really unsolvable? Are there techniques used by the home game console developers to prevent this sort of exploit, or do they simply rely on the console preventing unauthorized code from running?