CN110090446B - Method and device for processing report information in game - Google Patents

Method and device for processing report information in game Download PDF

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CN110090446B
CN110090446B CN201910398961.5A CN201910398961A CN110090446B CN 110090446 B CN110090446 B CN 110090446B CN 201910398961 A CN201910398961 A CN 201910398961A CN 110090446 B CN110090446 B CN 110090446B
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game
user
reported
determining
violation
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CN110090446A (en
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文豪
朱福平
王翔宇
段建波
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Tencent Technology Chengdu Co Ltd
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Tencent Technology Chengdu Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play

Abstract

Methods and devices for processing reporting information in a game are described herein. The method comprises the following steps: receiving report information from a user in a game, wherein the report information comprises a user identifier of the reported user, a game-matching identifier for reporting game-matching and reported violation behaviors; obtaining game data aiming at the game play according to the game play identification, wherein the game data is a numerical value which is recorded in the game play process and is used for representing the behavior of each game role operated by each user in the game play; determining the violation behaviors of the reported user based on the game data aiming at the game; determining that the report is true in response to the determined violation being consistent with the reported violation.

Description

Method and device for processing report information in game
Technical Field
The present disclosure relates to the field of game data processing, and in particular, to a method and apparatus for processing reporting information in a game.
Background
In recent years, with the rapid development of the internet and the wide popularization of various intelligent terminals such as smart phones and tablet computers, online games are more and more popular with network users. However, there are a number of violations in network games, such as on-hook, negative tournaments, etc., which may affect the normal gaming experience of other users or players. Especially in multiplayer online competitive games (which are usually competitive in team form), the on-hook or negative competition behavior of the user may have a great influence on the whole team, seriously affecting the fairness and interestingness of the game. These behaviors may have an impact on the health development of the gaming industry, and need to be paid great attention. Some reporting mechanisms aiming at illegal behaviors are tried to be used in current games, but received reporting information is generally processed in a mode that customer service personnel watch video, and the efficiency and the accuracy of the processing mechanism are poor.
Disclosure of Invention
In view of the above, the present disclosure provides a method and apparatus for processing advisory information in a game that is expected to overcome some or all of the above-mentioned deficiencies and possibly others.
According to a first aspect of the present disclosure, a method for processing a reporting information in a game is provided. The method comprises the following steps: receiving reporting information from a user in a game, wherein the reporting information comprises a user identifier of the reported user, a game-matching identifier of reported game-matching and a reported violation behavior; obtaining game data aiming at the game play according to the game play identification, wherein the game data is a numerical value which is recorded in the game play process and is used for representing the behavior of each game role operated by each user in the game play; determining the violation behavior of the reported user based on the game data for the game pair; and determining that the report is established in response to the determined violation being consistent with the reported violation.
In some embodiments, the violation may include an on-hook behavior or a negative race behavior.
In some embodiments, the game data may include: the number of deaths of a game character operated by each user in a game, the economy of acquisition, damage to a game character as a counterpart, resistance to damage by a game character as a counterpart, the number of hits on a game character as a counterpart, and the number of attacks when hitting a game character as a counterpart.
In some embodiments, the act of determining the violation of the presence of the reported user based on the game data for the game pair comprises: and determining the violation behaviors of the reported user by using a judgment model. The judgment model comprises the following conditions: (a) The ratio of the injury of the game role as the opposite side in the team of the game role operated by the reported user is smaller than an injury ratio threshold value; (b) The proportion of the injury of the game role as the opposite side in the team of the game role operated by the reported user is out of the threshold range of the injury proportion; (c) The economic ratio of the game role operated by the reported user in the team is less than the economic ratio threshold value; (d) The participation rate of the game role operated by the reported user is smaller than the participation rate threshold value, and the participation rate is the ratio of the sum of the attack and kill number and the attack-assistant number of the game role operated by the user in the total attack and kill number of the team.
In some embodiments, utilizing a judgment model to determine the violation of the presence of the reported user may include: in response to determining that all of the conditions (a) - (d) are satisfied, determining that the violation present by the reported user is a negative game.
In some embodiments, the method further comprises: determining the injury proportion threshold by: acquiring historical game data for the game; selecting the game piece data corresponding to the game role operated by the reported user, the segment position of the reported user and the end time of reporting the game match from the historical game data; and calculating all ratios of the damage of the game role to the game role as the opposite side in the team based on the selected fragment game data, and determining the average value of the ratios of the damage in the game data fragments within a preset ranking range as a damage ratio threshold value.
In some embodiments, the method further comprises: determining the threshold range of the bearing ratio as follows: obtaining historical game data for the game; selecting the fragment game data corresponding to the game role operated by the reported user, the segment position of the reported user and the end time of reporting the game match from the historical game data; based on the selected piece game data, calculating all the occupation ratios of the game characters bearing injuries of the game characters as the opposite side in the team, determining the average value of the occupation ratios bearing injuries in the game data pieces within a first preset ranking range as the minimum value of the threshold value range of the occupation ratio, and determining the average value of the occupation ratios bearing injuries in the game data pieces within a second preset ranking range as the maximum value of the threshold value range of the occupation ratio, wherein the ranking in the first preset ranking range is lower than the ranking in the second preset ranking range.
In some embodiments, the method further comprises: determining the economic duty threshold value by: obtaining historical game data for the game; selecting the game piece data corresponding to the game role operated by the reported user, the segment position of the reported user and the end time of reporting the game match from the historical game data; and calculating all economic occupation ratios of the game role in the team based on the selected game data of the segments, and determining the economic occupation ratio of the game role in the game data segments within a preset ranking range as an economic occupation ratio threshold value.
In some embodiments, the method further comprises: determining a parameter group rate threshold value by the following steps: obtaining historical game data for the game; selecting the game piece data corresponding to the game role operated by the reported user, the segment position of the reported user and the end time of reporting the game match from the historical game data; and calculating all group rates of the game role based on the selected corresponding sliced game data, and determining the average value of the group rates within a preset ranking range in the game data slices as a group rate threshold value.
In some embodiments, the method further comprises: determining a time period during which the game data of the reported user is continuously unchanged based on the game data for the game; determining that there is no hang-up behavior for the reported user in response to a determined continuous unchanged time period being less than a corresponding unchanged time period threshold, wherein the corresponding unchanged time period threshold is changed according to whether a start time of the continuous unchanged time period and a number of deaths for the time period increase; and in response to determining that the reported user does not have an on-hook behavior, determining, using a judgment model, an offending behavior for the reported user. Optionally, the method further comprises: in response to determining that the determined continuous time period of no change is greater than or equal to the corresponding time period threshold of no change, determining that the violation behavior of the reported user is an on-hook behavior.
According to a second aspect of the present disclosure, there is provided an apparatus for processing a report information in a game, comprising: a receiving module configured to: receiving reporting information from a user in a game, wherein the reporting information comprises a user identifier of the reported user, a game-matching identifier of reported game-matching and a reported violation behavior; an acquisition module configured to: obtaining game data aiming at the game play according to the game play identification, wherein the game data is a numerical value which is recorded in the game play process and is used for representing the behavior of each game role operated by each user in the game play; a first determination module configured to: determining the violation behavior of the reported user based on the game data for the game pair; and a second determination module configured to: determining that the report is true in response to the determined violation being consistent with the reported violation.
In some embodiments, the violation may include an on-hook behavior or a negative race behavior.
In some embodiments, the game data comprises: the number of deaths of a game character operated by each user in a game, the economy of acquisition, damage to a game character as a counterpart, resistance to damage by a game character as a counterpart, the number of hits on a game character as a counterpart, and the number of attacks when hitting a game character as a counterpart.
In some embodiments, the first determination module is further configured to: and determining the violation behaviors of the reported user by using a judgment model. The judgment model comprises the following conditions: (a) The proportion of the injury of the game role as the opposite side in the team of the game role operated by the reported user is less than the injury proportion threshold value; (b) The proportion of the injury of the game role as the opposite side in the team of the game role operated by the reported user is out of the threshold range of the injury proportion; (c) The economic ratio of the game role operated by the reported user in the team is less than the economic ratio threshold; (d) The participation rate of the game role operated by the reported user is smaller than the participation rate threshold value, and the participation rate is the ratio of the sum of the attack and kill number and the attack-assistant number of the game role operated by the user in the total attack and kill number of the team.
According to a third aspect of the present disclosure, there is provided a computing device comprising: a memory configured to store computer-executable instructions; a processor configured to perform any of the methods described above when the computer-executable instructions are executed by the processor.
According to a fourth aspect of the present disclosure, there is provided a computer-readable storage medium storing computer-executable instructions that, when executed, perform any of the methods as described above.
The method and the device for processing the report information in the game claimed by the present disclosure provide a novel processing scheme for the report information in the game. The scheme utilizes game data generated in the game process to judge the violation behaviors of the reported user, so as to judge whether the report is established. Compared with the traditional processing mechanism, the processing efficiency and the processing accuracy of the reported information are greatly improved.
These and other advantages of the present disclosure will become apparent from and elucidated with reference to the embodiments described hereinafter.
Drawings
Embodiments of the present disclosure will now be described in more detail and with reference to the accompanying drawings, in which:
FIG. 1 illustrates an exemplary context diagram in which an embodiment according to the present disclosure may be implemented;
FIG. 2 illustrates an exemplary flow diagram of a method for processing in-game reporting information according to one embodiment of the present disclosure;
FIG. 3 illustrates an exemplary flow chart of a method for determining the existence of an infraction by a reported user according to one embodiment of the present disclosure;
FIG. 4 illustrates an exemplary flow chart of another method for determining the existence of an offending action for a reported user according to one embodiment of the present disclosure;
FIGS. 5A and 5B illustrate an exemplary user interface on a data processing device when a reported user may be suspected of having a negative athletic performance according to one embodiment of the present disclosure;
FIG. 6 illustrates an exemplary block diagram of an apparatus for processing in-game advisory information in accordance with one embodiment of the present disclosure;
fig. 7 illustrates an example system that includes an example computing device that represents one or more systems and/or devices that may implement the various techniques described herein.
Detailed Description
The following description provides specific details for a thorough understanding and enabling description of various embodiments of the present disclosure. It will be understood by those skilled in the art that the present disclosure may be practiced without some of these details. In some instances, well-known structures and functions have not been shown or described in detail to avoid unnecessarily obscuring the description of the embodiments of the disclosure. The terminology used in the present disclosure is to be understood in its broadest reasonable manner, even though it is being used in conjunction with a particular embodiment of the present disclosure.
First, some terms referred to in the embodiments of the present disclosure are explained so that those skilled in the art can understand that:
multiplayer online tactical sports game: a game type in which users or groups of players play against, for example, a game map, each user controlling the operation of a selected game character through an interface of a game client, the operation of the game character may include moving, killing the other, dying, reviving, etc.;
the game role: virtual characters in a game controlled by a user, such as a tank type hero arsenal, a warrior type hero lubuli, a guest type hero hanxin, a french type hero angongheng, a shooter type hero hough, an auxiliary type hero vanh and the like in a royal glory game;
user segment position: the level of the user in the game is represented by strength, and the higher the segment level is, the stronger the strength is; for example, the section of the royal glory game has bronze, silver, gold, platinum, diamond, the strongest royal and glory royal from low to high;
hanging up: users do not operate their game characters for long periods of time to perform actions beneficial to winning, such as: the game machine can not move in place, quit the game, move back and forth and do no attack and the like;
negative competition: the user controls the game role to intentionally avoid the role of the user to resist the other party in cooperation with teammates and not normally fulfill the responsibility which the game role should bear, for example, the legal hero in the royal glory game does not hurt the hero of the other party, the tank hero does not hurt the hero of the other party, but only acts of wild monster, soldier line cleaning, normal group battle avoiding and the like;
killing number: the number of times the opponent's game character is killed;
the number of attacks is increased; the number of times that the member of the team of the own party is assisted to kill the game role of the opposite party;
the number of deaths; the number of times of killing;
and (3) injury: usually expressed in the form of scores, for example, a certain score can be obtained each time an opponent game character is injured, or a certain score can be obtained each time an opponent game character is injured, and the score is higher the larger the injury is;
economy: in general, in a game, a prize obtained by killing a game character of an opposite side or a soldier and the like can be used for various props to enhance the fighting power of the props.
FIG. 1 illustrates an exemplary context diagram in which an embodiment according to the present disclosure may be implemented. As shown in fig. 1, a plurality of users A1, \8230;, AN, B1, \8230;, BN, which compete against each other by a group of users, respectively, participate in a game (e.g., a multiplayer online tactical competitive game, one example of which is a network game entitled "prince glory" by Tencent corporation) through game clients 101 on respective terminals. By way of example, in FIG. 1, the users are divided into two teams, user A1, \8230, the AN is one team, user B1, \8230, and the BN is another team, the two teams competing with each other in the game. It should be noted that the division of users into two teams is merely an example and not limiting.
The game client may be installed on various terminal devices, such as a mobile phone, a tablet computer, a personal computer, a virtual reality terminal device, and the like. The game client is communicatively connected (e.g., via a wired or network connection) with the game server 102. Each user controls his selected game character, e.g., controls the movements, kills, etc., of the game play by the user interface of the game client.
The game server 102 may provide installation packages for game clients applicable to various operating systems for downloading and installation on various terminal devices. The game server stores user data associated with each registered user, such as user identification, login password, user's slot or level in the game, etc. In addition, the game server records various game data generated by the users during the game, and the game data can be numerical values representing the behaviors of game characters operated by each user in the game.
During the game, the individual users may have violations, such as hang-up or negative competition, which greatly affects the fairness and the interestingness of the whole game. After a game is finished, the user can report the user which is considered to have the violation. The data processing device 103 may process the report information from the user and, in case it is determined that the report is established, penalize the reported user, such as a point of credit, a coin-in, forbidding to participate in the game for a period of time, lowering the slot of the reported user, etc.
By way of example, the data processing device 103 may be a computer device, a service station, or other electronic device having data processing capabilities that is communicatively connected with the game client 101 and the game server. Although data processing device 103 is shown as a stand-alone device, in some embodiments, data processing device 103 may be integrated in game client 101 or game server 102.
Fig. 2 illustrates an exemplary flow diagram of a method 200 for processing in-game reporting information according to one embodiment of the present disclosure. The method 200 may be implemented, for example, by the data processing device 103 described above with reference to fig. 1. As shown in fig. 2, the method includes the steps described below.
At step 201, a report message is received from a user in a game. The report message is typically sent by the user through the game client after the game is over. The reporting information comprises user identification of the reported user, counter-office identification of the reported counter-office and reported violation behavior. Optionally, the reporting information may further include a user identification of a user performing the reporting. The user identification may be, for example, a user name of the user. The match identification of the reported match may indicate, for example, an identifier of the game in which the reported user participated. The reported violation may be, for example, an on-hook behavior or a negative race behavior. As an example, the user A1 in fig. 1 thinks that his teammate A3 has a negative competition behavior, he may fill out a report form on the game client and send the report form as report information to the data processing device 103. Or, the user A1 may directly click a report button in the game client and select the user A3 in the game to be reported and the violation behavior reported, and the game client may automatically assemble the report information and send it to the data processing device 103.
In step 202, game data for the game pair is obtained according to the game pair identification. As described above, the game data is a numerical value recorded during a game to characterize the behavior of a game character operated by each user in the game. The game data may be obtained from the game server 102. The game data may be, for example, a chronologically recorded numerical value, and the time interval of recording may be determined in advance as needed, for example, once every 30 seconds.
As an example, in the multiplayer online tactical sports game, the game data may include the number of deaths of a game character operated by each user in the game, an economy gained, an injury to the game character as the counterpart, an injury endured by the game character as the counterpart, the number of hits on the game character as the counterpart, and the number of attacks at the time of hitting on the game character as the counterpart. By adopting the game data, the behavior of the reported user in the game can be comprehensively reflected, and the accuracy of reporting processing is improved. Table 1 shows a portion of game data for a reported user, which is a chronologically recorded value over the course of a game time of 15 minutes to 18 minutes, wherein the game data is recorded every 30 seconds.
Time of game Number of killing Number of deaths Number of attacks Economy of acquisition Injury to a game character as the counterpart To sustain the damage of the game character as the counterpart
15 min 00 s 8 6 3 9203 132477 79399
15 minutes and 30 seconds 8 7 3 9608 134477 79399
16 min 00 s 8 7 3 9608 134477 79399
16 minutes and 30 seconds 8 7 3 9608 134477 79399
17 min 00 sec 8 7 3 9608 134477 79399
17 minutes and 30 seconds 8 7 3 9608 134477 79399
18 min 00 s 8 7 3 10608 134477 79399
Table 1 a part of the game data of the user is reported.
At step 203, the violation of the reported user is determined based on the game data for the game pair. Various methods may be utilized to determine the violation. For example, a judgment model may be pre-established to determine the violation, as described below.
At step 204, in response to the determined violation being consistent with the reported violation, the report is determined to be true. Continuing with the example given above, if it is determined in step 203 that the violation present by user A3 is a negative match and that it is consistent with the violation of A3 reported by user A1, then the report by user A1 is determined to be true. In the event that a report is determined to be true, a treatment or penalty may be placed on the reported user, such as a point deduction, a gold coin deduction, a prohibition to participate in the game for a period of time, or a reduction in the slot of the reported user, etc. Optionally, in a case that the reporting information includes a user identifier of a user performing reporting, a result of whether the reporting is established or not may be sent to the user performing reporting. Alternatively, the result of whether the report is true may be sent to all users in the game.
Fig. 3 illustrates an exemplary flow chart of a method 300 for determining the existence of an infraction by a reported user, in which the existence of an infraction by a reported user may be determined using a pre-established judgment model as described above, according to an embodiment of the present disclosure. The method 300 is utilized, for example, to implement step 203 as described in method 200, namely determining the violation that is present for the reported user based on the game data for the pair. The method 300 may, for example, likewise be implemented by the data processing device 103 described above with reference to fig. 1.
As an example, the judgment model may include the following four conditions: (a) The game character operated by the reported user accounts for the damage of the game character as the other party in the team
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Minor injuryDuty ratio threshold
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(ii) a (b) The game character operated by the reported user is subjected to the damage of the game character as the other party in the team
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Within the threshold range of the bearing injury ratio
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Out; (c) The game role operated by the reported user can obtain the economic ratio in the team
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Less than economic duty threshold
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(ii) a (d) The group participation rate of the game character operated by the reported user
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Less than the threshold value of the ginseng mass rate
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And the participation rate is the ratio of the sum of the number of attack and kill of the game role operated by the reported user to the total number of attack and kill of the team. By adopting the judgment, the behavior of the reported user in the game can be comprehensively judged, so that the processing accuracy is improved on the basis of improving the efficiency of processing the reported information.
In particular, to make the representation of the above text clearer
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Described as follows in the following equation (1):
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;
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;
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;
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in some embodiments, any of the injury proportion threshold, the range of the exposure proportion threshold, the economic proportion threshold, and the party rate threshold may be determined based on historical game data for the game. For example, historical game data for the game may be obtained first; selecting the fragment game data corresponding to the game role operated by the reported user, the segment position of the reported user and the end time of reporting the game match from the historical game data; one or more of these values are then calculated based on the selected sliced game data. With the use of the historical game data, the respective threshold values can be determined based on the historical big data, so that the respective threshold values can be accurately and appropriately determined, thereby improving the accuracy of processing the report.
It should be noted that, in order to reduce the computational complexity and increase the computational efficiency, the historical game data may be sliced according to the time period in which the game end time is present. For example, the historical game data may be sliced such that the game end time is within a period of 0 to 8 minutes (referred to as an early stage), within a period of 8 to 15 minutes (referred to as a middle stage), and within 15 minutes or more (referred to as a late stage). Thus, as an example, if the game end time of the reported match is 12 minutes and 21 seconds, the segment game data corresponding to the game character operated by the reported user, the segment of the reported user, and the game end time in the time period of 8 to 15 minutes is acquired. It should also be noted that the length of the time period is not limiting and may be specified as desired. Of course, the historical game data may be sliced directly by the time unit in the game, and in this case, if the game end time of the reported match is 12 minutes and 21 seconds, the sliced game data corresponding to the game character operated by the reported user, the chapter of the reported user, and the game end time of 12 minutes and 21 seconds may be acquired.
As an example, the overall proportion of injury of the game character in its team to the game character as the counterpart may be calculated based on the picked piece game data
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And the proportion of the game data in the game data shards within the preset ranking range
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Is determined as the injury percentage threshold
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. For example, the calculated total occupancy may be
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The ratio of the ranks in (1) is in the range of 80% -90%
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Is determined as the injury percentage threshold
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That is to say that,
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whereinavg () represents an averaging operation.
As an example, based on the selected sliced game data, all the ratios T of the game characters in the team of the game characters which are damaged by the game characters as the opposite party are calculated, and the average value of the ratios T in the first preset ranking range in the game data slices is determined as the minimum value of the damage ratio threshold range
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And determining the average value of the percentage T in the game data shards within a second preset ranking range as the maximum value of the bearing percentage threshold range
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And the ranking in the first preset ranking range is lower than the ranking in the second preset ranking range. For example, the calculated total occupancy T may be ranked in the range of 85% -90% of the occupancy T
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Is determined as the minimum value of the threshold range of the bearing ratio
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I.e. by
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And the calculated total ratio T may be ranked in the range of 80% -85%
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Is determined as the minimum value of the threshold range of the bearing ratio
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I.e. by
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Where avg () represents an averaging operation. In some embodiments, when reportedIn the case where the user operates a specific game character, only the maximum value of the exposure proportion threshold range may be considered
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I.e. the minimum value
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Is set to zero. For example, in a royal glory game, for a game character such as a juridical, shooter, or thriller, the maximum value of the duty ratio threshold range is only considered due to its professional nature
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For the auxiliary and tank game characters, the maximum value of the damage-bearing ratio threshold range needs to be considered
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And minimum value
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And both.
As an example, the economic total proportion E of the game character in the team can be calculated based on the selected piece game data, and the proportion E in the game data pieces within the preset ranking range is determined as the economic proportion threshold value
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. For example, the calculated overall fraction E may be ranked in the range of 80% -90% of the fraction
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Is determined as the injury fraction threshold
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That is to say that,
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wherein avg () represents an averaging operation.
As an example, all the group rates R of the game character may be calculated based on the selected corresponding sliced game data, and an average value of the group rates R within a preset ranking range in the game data slices may be determined as a group rate threshold value
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. For example, the calculated overall clustering rate R may be ranked in a range of 80% -90% of the clustering rates R
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Is determined as the injury fraction threshold
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That is to say that,
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where avg () represents an averaging operation.
As shown in fig. 3, the method includes steps 301-306 as described below.
In step 301, the conditions satisfied in the judgment model, that is, the conditions satisfied in the four conditions (a) to (d) are judged.
At step 302, it is determined whether all of the four conditions (a) - (d) are satisfied, and in response to determining that all of the four conditions (a) - (d) are satisfied, then at step 303 it is determined that the violation present by the reported user is a negative game.
In response to determining that none of the four conditions (a) - (d) are satisfied, then at step 304 it is determined whether any three of the four conditions (a) - (d) are satisfied. If any three of the four conditions (a) - (d) are met, then it is determined at step 305 that the reported user may be suspected of having a negative race and that a manual review is required to improve the accuracy of the determination. In the event that less than three of the four conditions (a) - (d) are met, then it is determined at step 306 that there is no negative competition activity for the reported user.
In the event that it is determined at step 305 that the reported user may be suspected of having a negative competition and that a manual review is required, data relating to the user in the game (optionally, only data relating to the reported user) may be output on the data processing device 103 (e.g., on a user interface thereof), wherein the data of the reported user that satisfies the conditions in the judgment model is marked (e.g., bolded, colored, font changed, etc.) to facilitate the manual review. As an example, fig. 5A illustrates a user interface on a data processing device on which data related to a user in a royal glory game is displayed, wherein data of a reported user satisfying conditions in a judgment model (injury proportion to a counterpart game character 12.1%, economic proportion 15.7%, party rate 35.7% as shown in fig. 5A) is displayed bold.
An example of determining the existence of violations of a reported user using the method 300 is described in detail below. Assuming that after the game of the royal person glory is finished, the following data related to the reported user is calculated and obtained based on the game data of the game pair:
reported user's game role Section of reported user End time of game
Figure 375553DEST_PATH_IMAGE027
Figure 172608DEST_PATH_IMAGE029
Figure 781444DEST_PATH_IMAGE031
Figure 17253DEST_PATH_IMAGE033
Trade mark King 15.45 minutes 18.81% 17.56% 34.34% 33.12%
Table 2.
Next, in the case of slicing the historical game data according to the time period of the game end time as described above, threshold data shown in the following table can be calculated according to the sliced game data corresponding to the game character (i.e., trade) operated by the reported user, the segment (i.e., queen) of the reported user, and the end time (time is 15.45 minutes, which is greater than 15 minutes, and belongs to the later period) of the reported game match, which are selected from the historical game data:
character Segment position End time
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Figure 995890DEST_PATH_IMAGE037
Figure 154339DEST_PATH_IMAGE039
Figure 865943DEST_PATH_IMAGE041
Figure 793448DEST_PATH_IMAGE043
Trade King Late stage 29.19% 24.59% 69.00% 8.12% 19.33%
Table 3.
From the data in tables 2 and 3, one can obtain
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. Moreover, since the collotype belongs to the type of thrilling in the glory of the prince, only consideration needs to be given
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And
Figure 122798DEST_PATH_IMAGE047
and from tables 2 and 3, it can be seen that:
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>
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. Therefore, it can be determined that all of the four conditions (a) - (d) in the judgment model are satisfied, and thus it can be determined that the violation behavior existing in the reported user is a negative competition behavior.
Fig. 4 illustrates a flow chart of another method 400 for determining the existence of a violation by a reported user in accordance with an embodiment of the present disclosure. The method 400 is for example utilized to implement step 203 as described in method 200, namely: the violation of the reported user is determined based on the game data for the pair. The method 400 may, for example, likewise be implemented by the data processing device 103 described above with reference to fig. 1. As shown in fig. 4, the method includes the steps described below.
In step 401, based on the game data for the game pair, a period of time during which the game data of the reported user is continuously unchanged is determined. In a game, there may be one or more time periods during which the game data is continuously unchanged. As described above, the game data may be, for example, a numerical value recorded in time, and the time interval of recording may be determined in advance as needed, for example, once every 30 seconds, as shown in table 1.
At step 402, it is determined whether the continuous, unchanging time period is less than a corresponding unchanging time period threshold, where the corresponding unchanging time period threshold varies based on the start time of the continuous, unchanging time period and whether the number of deaths for that time period increases.
Taking the above multiplayer online competitive game (e.g., the joker glowing), the corresponding unchanged time period threshold may be set to:
Figure 821130DEST_PATH_IMAGE048
formula (2)
Wherein x represents whether the number of deaths in the time period increases compared to the previous time, 1 represents an increase, and 0 represents no increase; y is the start time of the continuous time period in seconds(s);
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is a corresponding time period threshold of no change, also in seconds.
In response to determining that the continuous time period of no change is not less than (i.e., greater than or equal to) the corresponding time period threshold of no change, then at step 403 it is determined that the violation by the reported user is an on-hook behavior. And/or, in response to determining that the continuous time period of no change is less than a corresponding time period threshold of no change, determining at step 404 that there is no on-hook behavior for the reported user.
It should be noted that, in the game data of one game, if there are a plurality of time periods in which the game data is continuously unchanged, as long as any one of the time periods which are continuously unchanged is not less than the corresponding time period threshold value without change, it can be determined that the violation of the reported user is an on-hook behavior.
Taking the data shown in table 1 as an example, the time game data of 120 seconds (4 × 30 seconds) is continuously unchanged from 15 minutes 30 seconds to 17 minutes 30 seconds. Since the start time of the continuous unchanged time period (i.e., 15 minutes 30 seconds =930 seconds) is greater than 15 minutes (i.e., 15 × 60s) and the death count (i.e., 7) of the time period has increased (6 death counts compared to the previous time of 15 minutes 00 seconds), a corresponding unchanged time period threshold value may be obtained according to equation (2) above
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Is composed of
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5 x 30 seconds (i.e., 150 seconds). Since the continuous time period of no change (120 seconds) is less than the calculated corresponding time period threshold of no change (150 seconds), it is determined at step 404 that there is no hang-up behavior for the reported user.
In response to determining at step 404 that there is no on-hook behavior for the reported user, a determination is made at step 405 as to the violation of the reported user using the judgment model described above. By way of example, said step 405 implements the method 300 described above with reference to fig. 3, the flow of which is the same as that described above with reference to fig. 3. In such a case, where it is determined at step 305 that the reported user may be suspected of having negative competition and a manual review is required, game data for the reported user may additionally or alternatively be output on the data processing device 103 (e.g., on a user interface thereof), with data for successive unchanging time periods being marked (e.g., bolded, colored, changing fonts, etc.) to facilitate the manual review. As an example, fig. 5B illustrates a user interface on a data processing device on which game data of a user reported in a royal glory game is displayed, wherein data of a continuous unchanging time period is shown bold, as shown by the time period from 20 minutes 30 seconds to 22 minutes 30 seconds in fig. 5B. In fig. 5B, the game data is data recorded every 30 seconds, but this is not limitative.
Optionally, the method 400 may further include steps 406-408, as shown in FIG. 4. At step 406, based on the game data for the game play, a slot in the game for the reported user is obtained. At step 407, it is determined whether the segment level of the reported user is below a preset segment level (e.g., a platinum segment level in a royal glory game). In response to determining at step 407 that the segment of the reported user is below the preset segment, indicating that the user segment is low and that the competency level has not yet reached the base game performance level, typically such users will most likely be under-performing with no processing value for their game data. In this case, it is then determined directly at step 408 that there is no violation by the reported user. Otherwise, in response to determining at step 407 that the reported user's segment position is not below the preset segment position, indicating a potential for a user violation, in which case steps 401-405 described above are performed to determine that a user violation is present. By considering the segment position of the reported user in advance, users with lower capability level (such as novice users) can be excluded, so that meaningless processing is avoided, and the reporting processing efficiency is improved.
Fig. 6 illustrates an exemplary block diagram of an apparatus 600 for processing in-game advisory information according to one embodiment of the present disclosure. The apparatus 600 may be the data processing apparatus 103 described above with reference to fig. 1. As shown in fig. 6, the apparatus 600 for processing report information in a game includes a receiving module 601, an obtaining module 602, a first determining module 603, and a second determining module 604.
The receiving module 601 is configured to receive the report information from the user in the game. The reporting information is typically sent by the user through the game client after the game is over. The reporting information comprises user identification of the reported user, counter-office identification of the reported counter-office and reported violation behavior. Optionally, the reporting information may further include a user identification of a user performing the reporting. The user identification may be, for example, a user name of the user. The match identification of the reported match may be used, for example, to indicate an identifier of the game in which the reported user is participating. The reported violation may be, for example, an on-hook behavior or a negative race behavior.
The obtaining module 602 is configured to obtain game data for the game pair according to the game pair identifier. As described above, the game data is a numerical value recorded during a game play to characterize the behavior of a game character operated by each user in the game play. The game data may be obtained from the game server 102. The game data may be, for example, a chronologically recorded numerical value, and the time interval of recording may be determined in advance as needed, for example, once every 30 seconds.
As an example, the game data may include the death count of a game character operated by each user in the game, the economy of acquisition, damage to the game character as the counterpart, the number of hits to the game character as the counterpart, and the number of attacks at the time of hitting the game character as the counterpart.
The first determination module 603 is configured to determine the violation present for the reported user based on the game data for the pair. The first determination module 603 may be configured to determine the violation in various ways.
As an example, the first determination module 603 may be configured to utilize a judgment model to determine the violation that the reported user has. For example, the judgment model may include the following four conditions: (a) The proportion of injury of the game character operated by the reported user to the game character as the other party in the team
Figure 589356DEST_PATH_IMAGE001
Less than injury ratio threshold
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(ii) a (b) The game character operated by the reported user is subjected to the damage of the game character as the other party in the team
Figure 286233DEST_PATH_IMAGE003
Within the threshold range of the bearing injury ratio
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And out; (c) The game role operated by the reported user obtains the economic ratio in the team
Figure 292552DEST_PATH_IMAGE005
Less than the economic ratio threshold
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(ii) a (d) The group participation rate of the game character operated by the reported user
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Less than the threshold value of the ginseng mass rate
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And the participation rate is the ratio of the sum of the number of attack and kill of the game role operated by the reported user to the total number of attack and kill of the team.
As an example, the first determination module 603 may be configured to determine that the violation present by the reported user is a negative match in response to determining that all of the conditions (a) - (d) are satisfied.
The second determination module 604 is configured to determine that the report is true in response to the determined violation being consistent with the reported violation. Alternatively, in the case that the reporting information includes a user identification of a user who performs reporting, the second determining module 604 may be configured to send a result of whether the reporting thereof is established to the user who performs reporting.
Fig. 7 illustrates an example system 700 that includes an example computing device 710 that represents one or more systems and/or devices that can implement the various techniques described herein. Computing device 710 may be, for example, a server of a service provider, a device associated with a client (e.g., a client device), a system on a chip, and/or any other suitable computing device or computing system. The data processing device 103 described above with respect to fig. 1 or the device 600 for processing in-game reporting information described in fig. 6 may take the form of a computing device 710. Alternatively, the data processing device 103 or the device 600 for processing the report information in the game may be implemented as a computer program in the form of a report processing application 716.
The example computing device 710 as illustrated includes a processing system 711, one or more computer-readable media 712, and one or more I/O interfaces 713 communicatively coupled to each other. Although not shown, the computing device 710 may also include a system bus or other data and command transfer system that couples the various components to one another. A system bus can include any one or combination of different bus structures, such as a memory bus or memory controller, a peripheral bus, a universal serial bus, and/or a processor or local bus that utilizes any of a variety of bus architectures. Various other examples are also contemplated, such as control and data lines.
The processing system 711 represents functionality to perform one or more operations using hardware. Thus, the processing system 711 is illustrated as including hardware elements 714 that may be configured as processors, functional blocks, and so forth. This may include implementation in hardware as an application specific integrated circuit or other logic device formed using one or more semiconductors. The hardware element 714 is not limited by the material from which it is formed or the processing mechanism employed therein. For example, a processor may be comprised of semiconductor(s) and/or transistors (e.g., electronic Integrated Circuits (ICs)). In such a context, processor-executable instructions may be electronically-executable instructions.
The computer-readable medium 712 is illustrated as including a memory/storage 715. Memory/storage 715 represents the memory/storage capacity associated with one or more computer-readable media. Memory/storage 715 may include volatile media (such as Random Access Memory (RAM)) and/or nonvolatile media (such as Read Only Memory (ROM), flash memory, optical disks, magnetic disks, and so forth). The memory/storage 715 may include fixed media (e.g., RAM, ROM, a fixed hard drive, etc.) as well as removable media (e.g., flash memory, a removable hard drive, an optical disk, and so forth). The computer-readable medium 712 may be configured in various other ways, which are further described below.
One or more I/O interfaces 713 represent functionality that allows commands and information to be input to computing device 710, and optionally also allows information to be presented to a user and/or other components or devices using various input/output devices. Examples of input devices include a keyboard, a cursor control device (e.g., a mouse), a microphone (e.g., for voice input), a scanner, touch functionality (e.g., capacitive or other sensors configured to detect physical touch), a camera (e.g., motion that does not involve touch may be detected as gestures using visible or invisible wavelengths such as infrared frequencies), and so forth. Examples of output devices include a display device (e.g., a monitor or projector), speakers, a printer, a network card, a haptic response device, and so forth. Accordingly, the computing device 710 may be configured in various ways to support user interaction, as described further below.
The computing device 710 also includes a report processing application 716. The report processing application 716 may be, for example, a software instance of the data processing device 103 described with respect to fig. 1 or the device 600 described with respect to fig. 6 for processing report information in a game, and in combination with other elements in the computing device 710 implement the techniques described herein.
Various techniques may be described herein in the general context of software hardware elements or program modules. Generally, these modules include routines, programs, objects, elements, components, data structures, etc. that perform particular tasks or implement particular abstract data types. The terms "module," "functionality," and "component" as used herein generally represent software, firmware, hardware, or a combination thereof. The features of the techniques described herein are platform-independent, meaning that the techniques may be implemented on a variety of computing platforms having a variety of processors.
An implementation of the described modules and techniques may be stored on or transmitted across some form of computer readable media. Computer readable media can include a variety of media that can be accessed by computing device 710. By way of example, and not limitation, computer-readable media may comprise "computer-readable storage media" and "computer-readable signal media".
"computer-readable storage medium" refers to media and/or devices capable of persistently storing information, and/or tangible storage devices, as opposed to mere signal transmission, carrier waves, or signals per se. Accordingly, computer-readable storage media refers to non-signal bearing media. Computer-readable storage media include hardware such as volatile and nonvolatile, removable and non-removable media and/or storage devices implemented in a method or technology suitable for storage of information such as computer-readable instructions, data structures, program modules, logic elements/circuits or other data. Examples of computer readable storage media may include, but are not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital Versatile Disks (DVD) or other optical storage, hard disks, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or other storage, tangible media, or an article of manufacture suitable for storing the desired information and which may be accessed by a computer.
"computer-readable signal medium" refers to a signal-bearing medium configured to transmit instructions to the hardware of the computing device 710, such as via a network. Signal media typically embodies computer readable instructions, data structures, program modules or other data in a modulated data signal such as a carrier wave, data signal or other transport mechanism. Signal media also includes any information delivery media. The term "modulated data signal" means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, and not limitation, communication media includes wired media such as a wired network or direct-wired connection, and wireless media such as acoustic, RF, infrared and other wireless media.
As previously described, hardware element 714 and computer-readable medium 712 represent instructions, modules, programmable device logic, and/or fixed device logic implemented in hardware form that may be used in some embodiments to implement at least some aspects of the techniques described herein. The hardware elements may include integrated circuits or systems-on-a-chip, application Specific Integrated Circuits (ASICs), field Programmable Gate Arrays (FPGAs), complex Programmable Logic Devices (CPLDs), and other implementations in silicon or components of other hardware devices. In this context, a hardware element may serve as a processing device that performs program tasks defined by instructions, modules, and/or logic embodied by the hardware element, as well as a hardware device for storing instructions for execution, such as the computer-readable storage medium described previously.
Combinations of the foregoing may also be used to implement the various techniques and modules described herein. Thus, software, hardware, or program modules and other program modules may be implemented as one or more instructions and/or logic embodied on some form of computer-readable storage medium and/or by one or more hardware elements 714. The computing device 710 may be configured to implement particular instructions and/or functions corresponding to software and/or hardware modules. Thus, implementing a module as a module executable by computing device 710 as software may be implemented at least partially in hardware, for example, using computer-readable storage media of a processing system and/or hardware elements 714. The instructions and/or functions may be executable/operable by one or more articles of manufacture (e.g., one or more computing devices 710 and/or processing systems 711) to implement the techniques, modules, and examples described herein.
In various embodiments, computing device 710 may take on a variety of different configurations. For example, the computing device 710 may be implemented as a computer-type device including a personal computer, a desktop computer, a multi-screen computer, a laptop computer, a netbook, and so on. The computing device 710 may also be implemented as a mobile device-like device including mobile devices such as mobile phones, portable music players, portable gaming devices, tablet computers, multi-screen computers, and the like. Computing device 710 may also be implemented as a television-like device that includes devices with or connected to a generally larger screen in a casual viewing environment. These devices include televisions, set-top boxes, game consoles, and the like.
The techniques described herein may be supported by these various configurations of computing device 710 and are not limited to specific examples of the techniques described herein. Functionality may also be implemented in whole or in part on "cloud" 720 through the use of a distributed system, such as through platform 722 as described below.
Cloud 720 includes and/or is representative of platform 722 for resources 724. Platform 722 abstracts underlying functionality of hardware (e.g., servers) and software resources of cloud 720. The resources 724 may include applications and/or data that may be used when executing computer processes on servers remote from the computing device 710. The resources 724 may also include services provided over the internet and/or over a subscriber network, such as a cellular or Wi-Fi network.
Platform 722 may abstract resources and functionality to connect computing device 710 with other computing devices. The platform 722 may also be used to abstract a hierarchy of resources to provide a corresponding level of hierarchy encountered for the demand of the resources 724 implemented via the platform 722. Thus, in interconnected device embodiments, implementation of functions described herein may be distributed throughout the system 700. For example, the functionality may be implemented in part on the computing device 710 and through the platform 722 that abstracts the functionality of the cloud 720.
It should be understood that embodiments of the disclosure have been described with reference to different functional blocks for clarity. However, it will be apparent that the functionality of each functional module may be implemented in a single module, in multiple modules, or as part of other functional modules without departing from the disclosure. For example, functionality illustrated to be performed by a single module may be performed by multiple different modules. Thus, references to specific functional blocks are only to be seen as references to suitable blocks for providing the described functionality rather than indicative of a strict logical or physical structure or organization. Thus, the present disclosure may be implemented in a single module or may be physically and functionally distributed between different modules and circuits.
It will be understood that, although the terms first, second, third, etc. may be used herein to describe various devices, elements, or components, these devices, elements, or components should not be limited by these terms. These terms are only used to distinguish one device, element, or component from another device, element, or component.
Although the present disclosure has been described in connection with some embodiments, it is not intended to be limited to the specific form set forth herein. Rather, the scope of the present disclosure is limited only by the accompanying claims. Additionally, although individual features may be included in different claims, these may possibly advantageously be combined, and the inclusion in different claims does not imply that a combination of features is not feasible and/or advantageous. The order of features in the claims does not imply any specific order in which the features must be worked. Furthermore, in the claims, the word "comprising" does not exclude other elements, and the indefinite article "a" or "an" does not exclude a plurality. Reference signs in the claims are provided merely as a clarifying example and shall not be construed as limiting the scope of the claims in any way.

Claims (13)

1. A method for processing reporting information in a game, comprising:
receiving reporting information from a user in a game after the game is finished, wherein the reporting information comprises a user identifier of the reported user, a game-matching identifier for reporting a game match and a reported violation behavior, the game-matching identifier is an identifier indicating the game in which the reported user participates, and the reporting information is generated by automatic assembly after the user clicks a reporting button in a game client and selects the user in the game to be reported and the reported violation behavior;
obtaining game data aiming at the game play according to the game play identification, wherein the game data is a numerical value which is recorded in the game play process and is used for representing the behavior of each game role operated by each user in the game play, and the game data comprises: the number of deaths of a game character operated by each user in a game, the economy gained, damage to a game character as an opposite party, the damage sustained by a game character as an opposite party, the number of hits on a game character as an opposite party, and the number of attacks at the time of hitting on a game character as an opposite party;
determining the violation behavior of the reported user based on the game data for the game pair;
determining that the report is established in response to the determined violation being consistent with the reported violation;
wherein, based on the game data aiming at the game, determining the violation behaviors of the reported user comprises the following steps: determining the violation behaviors of the reported user by utilizing a judgment model, wherein the judgment model comprises the following conditions:
(a) The proportion of the injury of the game role as the opposite side in the team of the game role operated by the reported user is less than the injury proportion threshold value;
(b) The proportion of the injury of the game role as the opposite side in the team of the game role operated by the reported user is out of the threshold range of the injury proportion;
(c) The economic ratio of the game role operated by the reported user in the team is less than the economic ratio threshold;
(d) The group participation rate of the game role operated by the reported user is smaller than the group participation rate threshold, and the group participation rate is the ratio of the sum of the killing number and the attack assisting number of the game role operated by the user to the total killing number of the team;
the injury proportion threshold value, the injury proportion threshold value range, the economic proportion threshold value and the group participation rate threshold value are determined based on the fragment game data corresponding to the game role operated by the reported user, the section position of the reported user and the end time of the reported game match, which are selected from the historical game data aiming at the game.
2. The method of claim 1, wherein the violation comprises an on-hook behavior or a negative race behavior.
3. The method of claim 1, wherein determining the existence of the violation by the reported user using a judgment model comprises:
in response to determining that all of the conditions (a) - (d) are satisfied, determining that the violation present by the reported user is a negative game.
4. The method of claim 1, further comprising: determining the injury proportion threshold by:
obtaining historical game data for the game;
selecting the fragment game data corresponding to the game role operated by the reported user, the segment position of the reported user and the end time of reporting the game match from the historical game data;
and calculating all occupation ratios of the game role in the team to the injury of the game role as the opposite side based on the selected game data of the segments, and determining the average value of the occupation ratios of the injury in the game data segments within a preset ranking range as an injury occupation ratio threshold value.
5. The method of claim 1, further comprising: determining the tolerance ratio threshold range by:
acquiring historical game data for the game;
selecting the game piece data corresponding to the game role operated by the reported user, the segment position of the reported user and the end time of reporting the game match from the historical game data;
based on the selected piece game data, calculating all occupation ratios of the game characters in the team to bear damage of the game characters as the opposite side, determining the average value of the occupation ratios of the game characters in the game data pieces bearing damage within a first preset ranking range as the minimum value of the occupation ratio threshold range, and determining the average value of the occupation ratios of the game characters in the game data pieces bearing damage within a second preset ranking range as the maximum value of the occupation ratio threshold range, wherein the ranking within the first preset ranking range is lower than the ranking within the second preset ranking range.
6. The method of claim 1, further comprising: determining the economic duty ratio threshold as follows:
obtaining historical game data for the game;
selecting the game piece data corresponding to the game role operated by the reported user, the segment position of the reported user and the end time of reporting the game match from the historical game data;
and calculating all economic occupation ratios of the game role in the team based on the selected game data of the segments, and determining the economic occupation ratio of the game role in the game data segments within a preset ranking range as an economic occupation ratio threshold value.
7. The method of claim 1, further comprising: determining a parameter group rate threshold value by the following steps:
acquiring historical game data for the game;
selecting the fragment game data corresponding to the game role operated by the reported user, the segment position of the reported user and the end time of reporting the game match from the historical game data;
and calculating all the group participation rates of the game role based on the selected corresponding fragment game data, and determining the average value of the group participation rates within the preset ranking range in the game data fragments as a group participation rate threshold value.
8. The method of any of claims 1-7, further comprising:
determining a time period during which the game data of the reported user is continuously unchanged based on the game data for the game;
determining that there is no hang-up behavior for the reported user in response to a determined continuous unchanged time period being less than a corresponding unchanged time period threshold, wherein the corresponding unchanged time period threshold is changed according to whether a start time of the continuous unchanged time period and a number of deaths for the time period increase; and is
And in response to determining that the reported user does not have the on-hook behavior, determining the violation behavior of the reported user by using the judgment model.
9. The method of claim 8, further comprising:
in response to determining that the determined continuous time period of no change is greater than or equal to the corresponding time period threshold of no change, determining that the violation of the reported user is an on-hook behavior.
10. An apparatus for processing the claim information in a game, comprising:
a receiving module configured to: receiving reporting information from a user in a game after the game is finished, wherein the reporting information comprises a user identifier of the reported user, a game-matching identifier for reporting a match and a reporting violation, the game-matching identifier is an identifier of the game which indicates the reported user to participate, and the reporting information is generated by automatically assembling after the user clicks a reporting button in a game client and selects the user in the game to be reported and the reporting violation;
an acquisition module configured to: obtaining game data aiming at the game pair according to the game pair identification, wherein the game data is a numerical value which is recorded in the game process and used for representing the behavior of each game role operated by each user in the game, and the game data comprises: the number of deaths, the economy gained, the damage to the game character as the counterpart, the resistance to the damage to the game character as the counterpart, the number of hits to the game character as the counterpart, and the number of attacks when the game character as the counterpart is hit are counted for each user in the game;
a first determination module configured to: determining the violation behaviors of the reported user based on the game data aiming at the game;
a second determination module configured to: determining that the report is established in response to the determined violation being consistent with the reported violation;
wherein the first determination module is further configured to determine the violation of the reported user by using a judgment model, and the judgment model comprises the following conditions:
(a) The proportion of the injury of the game role as the opposite side in the team of the game role operated by the reported user is less than the injury proportion threshold value;
(b) The percentage of the game role operated by the reported user which bears the injury of the game role as the opposite side in the team is out of the threshold range of the injury bearing percentage;
(c) The economic ratio of the game role operated by the reported user in the team is less than the economic ratio threshold value;
(d) The group participation rate of the game role operated by the reported user is smaller than the group participation rate threshold, and the group participation rate is the ratio of the sum of the killing number and the attack assisting number of the game role operated by the user to the total killing number of the team;
the injury proportion threshold value, the injury acceptance proportion threshold value range, the economic proportion threshold value and the group participation rate threshold value are determined based on the piece game data corresponding to the game role operated by the reported user, the section of the reported user and the end time of the reported game match, which are selected from the historical game data aiming at the game.
11. The apparatus of claim 10, wherein the violation comprises an on-hook behavior or a negative race behavior.
12. A computing device comprising
A memory configured to store computer-executable instructions;
a processor configured to perform the method of any one of claims 1-9 when the computer-executable instructions are executed by the processor.
13. A computer-readable storage medium storing computer-executable instructions that, when executed, perform the method of any one of claims 1-9.
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