CN111375210B - Method and device for detecting synchronizer in game, processing equipment and storage medium - Google Patents

Method and device for detecting synchronizer in game, processing equipment and storage medium Download PDF

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Publication number
CN111375210B
CN111375210B CN202010199588.3A CN202010199588A CN111375210B CN 111375210 B CN111375210 B CN 111375210B CN 202010199588 A CN202010199588 A CN 202010199588A CN 111375210 B CN111375210 B CN 111375210B
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game
keyboard
detected
determining
synchronizer
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CN111375210A (en
Inventor
戚家恒
冯潞潞
林建实
陶建容
范长杰
胡志鹏
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • User Interface Of Digital Computer (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application provides a method, a device, processing equipment and a storage medium for detecting a synchronizer in a game, and relates to the technical field of game plug-in. The method comprises the following steps: acquiring keyboard sequences corresponding to a plurality of game characters participating in a game to be detected; determining the similarity of keyboard sequences of every two game characters in the plurality of game characters; and determining the detection result of the synchronizer of the competition to be detected according to the similarity of the keyboard sequences of every two game characters. The method comprises the steps of determining that the starting time length of a game corresponding to the game to be detected meets the preset time length, triggering the game to be detected, enabling the triggering of the game detection to be more accurate, effectively avoiding missing detection, and enabling the accuracy of a keyboard sequence corresponding to the acquired game role to be higher; according to the keyboard sequences corresponding to the game characters, the similarity of the keyboard sequences of any two game characters in the game to be detected is calculated, and the detection result of the synchronizer of the game to be detected is determined, so that the detection efficiency of the synchronizer is higher, and the reliability of the detection result is higher.

Description

Method and device for detecting synchronizer in game, processing equipment and storage medium
Technical Field
The invention relates to the technical field of game plug-in, in particular to a method and a device for detecting a synchronizer in a game, processing equipment and a storage medium.
Background
MMORPG (Massive Multiplayer Online Role Playing Game), massively multiplayer online role playing game) is one type of online game in computer games. There are generally two sources of currency in MMORPGs, namely, recharge and in-game yield. Generally, some game rooms use synchronizers or automatic hanging so that one person can control a plurality of characters to complete tasks at the same time, and the purpose of making a profit is achieved by obtaining money produced in the game in a multiplied way and selling the money to other players at a low price. This action severely compromises the game's economic system, as well as jeopardizes the game experience of other players.
In the prior art, players with obvious group properties can be searched from the perspective of a game studio by multidimensional data based on IP information, CPU model, display card model, host machine model and other equipment information, and multiple marked players are penalized.
However, because the labor cost of the synchronizer is higher than that of the synchronizer which is directly hung, the user is usually a small working room or a personal working room, and the group property is not obvious, so that the missed judgment is easy to cause, and the detection efficiency of the synchronizer is lower.
Disclosure of Invention
The application aims to overcome the defects in the prior art and provide a method, a device, processing equipment and a storage medium for detecting a synchronizer in a game, so as to solve the problems of low detection efficiency and poor reliability of detection results of the synchronizer in the prior art.
In order to achieve the above purpose, the technical scheme adopted by the embodiment of the application is as follows:
in a first aspect, an embodiment of the present application provides a method for detecting a synchronizer in a game, including:
acquiring keyboard sequences corresponding to a plurality of game characters participating in a game to be detected;
determining a similarity of keyboard sequences of each two game characters of the plurality of game characters;
and determining the detection result of the synchronizer of the competition to be detected according to the similarity of the keyboard sequences of every two game characters.
Optionally, before the acquiring the keyboard sequences corresponding to the game characters participating in the game to be detected, the method further includes: and determining that the competition starting time length corresponding to the competition to be detected meets the preset time length.
Optionally, the determining that the game start duration corresponding to the to-be-detected game meets the preset duration includes:
traversing the contests of a preset game map according to a preset database, wherein the preset database stores information of at least one contest in the preset game map;
Determining the starting time of the game corresponding to the traversed game;
if the starting time of the game reaches a first preset time and the traversed game is not detected, determining that the traversed game is the game to be detected, and the starting time of the game corresponding to the game to be detected meets the preset time.
Optionally, the information of each game includes: the identification of each match and the identification of the game characters in each match; before the step of traversing the competition of the preset game map according to the preset database, the method further comprises the steps of:
acquiring the identifications of all game characters entering the preset game map and the identifications of at least one game every first preset time;
and recording the identification of each game and the identification of the game roles in each game in the preset database.
Optionally, the information of each game further includes: a detection flag for indicating whether the each game is detected; if the game starting time length reaches a first preset time length and the traversed game is not detected, the method further comprises:
If the detected marker of the traversed game is a first marker, determining that the traversed game is not detected.
Optionally, the determining that the traversed game is the game to be detected, and the game starting time length corresponding to the game to be detected meets a preset time length includes:
and modifying the detection mark corresponding to the match to be detected in the preset database into a second mark.
Optionally, the method further comprises:
and deleting the information of the traversed game in the preset database if the traversed game is finished or the traversed game is detected to be finished.
Optionally, the acquiring a keyboard sequence corresponding to a plurality of game characters participating in the game to be detected includes:
acquiring keyboard data segments corresponding to a plurality of game characters participating in the game to be detected from a log server according to the identification of the game to be detected, wherein the keyboard data segment corresponding to each game character in the log server is a keyboard data segment in a game process acquired and transmitted by a game client corresponding to each game character;
and splicing the keyboard data segments corresponding to each game role according to the identifiers of each game role and the time stamps to obtain the keyboard sequence corresponding to each game role.
Optionally, the obtaining the keyboard sequences corresponding to the plurality of game characters participating in the game to be detected is intercepting the keyboard sequence of the preset time period before the keyboard sequence corresponding to each game character.
Optionally, the determining the similarity of the keyboard sequences of each two game characters in the plurality of game characters includes:
determining the total length of a common sequence in the keyboard sequences of every two game characters;
and determining the similarity of the keyboard sequences of every two game characters according to the total length of the public sequence and the keyboard sequence length of every two game characters.
Optionally, the determining the similarity of the keyboard sequences of each two game characters in the plurality of game characters includes:
performing de-duplication processing on the keyboard sequences of every two game characters;
and determining the similarity of the keyboard sequences of every two game characters according to the keyboard sequences of every two game characters after the duplicate removal processing.
Optionally, the determining the similarity of the keyboard sequences of each two game characters according to the keyboard sequences of each two game characters after the deduplication processing includes:
determining the longest subsequence length with the same keyboard data in the keyboard sequences of every two game characters after the duplicate removal processing according to the preset subsequence length;
And determining the similarity of the keyboard sequences of every two game roles according to the preset subsequence length and the longest subsequence length.
Optionally, the determining the detection result of the synchronizer of the game to be detected according to the similarity of the keyboard sequences of every two game characters includes:
determining a detection result of the game to be detected according to the similarity of the keyboard sequences of every two game characters;
and merging the detection results of the to-be-detected competition, and determining the detection result of the synchronizer of the to-be-detected competition.
Optionally, the determining a detection result of the game to be detected according to the similarity of the keyboard sequences of every two game characters includes:
if the similarity of the keyboard sequences of every two game characters is greater than or equal to a first preset threshold value, determining that the one detection result is: the synchronizer is used by each two game roles in the game to be detected;
if the similarity of the keyboard sequences of every two game characters is smaller than the first preset threshold value, determining that the one detection result is: the every two game characters do not use a synchronizer in the game to be detected.
Optionally, if the plurality of detection results include at least two detection results that are using synchronizers, the merging the plurality of detection results of the game to be detected, and determining the detection result of the synchronizer of the game to be detected includes:
combining the at least two detection results to determine a plurality of game characters using the same synchronizer;
establishing a set according to the identifiers of the plurality of game roles using the same synchronizer, wherein the identifier of the set is the identifier of the same synchronizer, and the synchronizer detection result of the game to be detected comprises: and identifying at least one synchronizer used in the match to be detected.
Optionally, the method further comprises:
and storing the detection result of the synchronizer of the competition to be detected.
Optionally, the method further comprises:
and displaying the detection result of the synchronizer of the competition to be detected.
In a second aspect, an embodiment of the present application further provides a device for detecting a synchronizer in a game, including: the device comprises an acquisition module and a determination module;
the acquisition module is used for acquiring keyboard sequences corresponding to a plurality of game characters participating in the competition to be detected;
the determining module is used for determining the similarity of keyboard sequences of every two game characters in the plurality of game characters; and determining the detection result of the synchronizer of the competition to be detected according to the similarity of the keyboard sequences of every two game characters.
Optionally, the determining module is further configured to determine that a game start duration corresponding to the game to be detected meets a preset duration.
Optionally, the apparatus further comprises: traversing the module;
the traversal module is used for traversing the games of the preset game map according to a preset database, wherein the preset database stores information of at least one game in the preset game map;
the determining module is further used for determining the starting time of the match corresponding to the traversed match; if the starting time of the game reaches a first preset time and the traversed game is not detected, determining that the traversed game is the game to be detected, and the starting time of the game corresponding to the game to be detected meets the preset time.
Optionally, the information of each game includes: the identification of each match and the identification of the game characters in each match; the apparatus further comprises: a recording module;
the acquisition module is specifically configured to acquire, at intervals of a first preset time, identifiers of all game characters entering the preset game map and identifiers of the at least one game;
the recording module is used for recording the identification of each game and the identification of the game roles in each game in the preset database.
Optionally, the information of each game further includes: a detection flag for indicating whether the each game is detected;
the determining module is specifically configured to determine that the traversed game is not detected if the detection flag of the traversed game is a first flag.
Optionally, the apparatus further comprises: modifying the module;
the modification module is specifically configured to modify the detection mark corresponding to the game to be detected in the preset database into a second mark.
Optionally, the apparatus further comprises: deleting the module;
the deleting module is configured to delete the information of the traversed game in the preset database if the traversed game is finished or the traversed game is detected to be completed.
Optionally, the determining module is specifically configured to obtain, according to the identifier of the game to be detected, keyboard data segments corresponding to a plurality of game characters participating in the game to be detected from a log server, where the keyboard data segment corresponding to each game character in the log server is a keyboard data segment in a game process acquired and sent by a game client corresponding to each game character; and splicing the keyboard data segments corresponding to each game role according to the identifiers of each game role and the time stamps to obtain the keyboard sequence corresponding to each game role.
Optionally, the apparatus further comprises: a preprocessing module;
the preprocessing module is used for intercepting a keyboard sequence of a preset time period in the keyboard sequence corresponding to each game role;
the determining module is specifically configured to determine the similarity of the keyboard sequences of each two game roles according to the data of the pre-preset time period in the keyboard sequences corresponding to each two game roles.
Optionally, the determining module is specifically configured to determine a total length of a common sequence in the keyboard sequences of each two game characters; and determining the similarity of the keyboard sequences of every two game characters according to the total length of the public sequence and the keyboard sequence length of every two game characters.
Optionally, the determining module is specifically configured to perform deduplication processing on the keyboard sequences of each two game roles; and determining the similarity of the keyboard sequences of every two game characters according to the keyboard sequences of every two game characters after the duplicate removal processing.
Optionally, the determining module is specifically configured to determine, according to a preset subsequence length, a longest subsequence length with the same keyboard data in the keyboard sequences of each two game roles after the deduplication processing; and determining the similarity of the keyboard sequences of every two game roles according to the preset subsequence length and the longest subsequence length.
Optionally, the determining module is further specifically configured to determine a detection result of the game to be detected according to the similarity of the keyboard sequences of each two game characters; and merging the detection results of the to-be-detected competition, and determining the detection result of the synchronizer of the to-be-detected competition.
Optionally, the determining module is specifically configured to determine that the one detection result is: the synchronizer is used by each two game roles in the game to be detected; if the similarity of the keyboard sequences of every two game characters is smaller than the first preset threshold value, determining that the one detection result is: the every two game characters do not use a synchronizer in the game to be detected.
Optionally, if the plurality of detection results include at least two detection results that are using a synchronizer, the determining module is specifically configured to combine the at least two detection results to determine a plurality of game characters that use the same synchronizer; establishing a set according to the identifiers of the plurality of game roles using the same synchronizer, wherein the identifier of the set is the identifier of the same synchronizer, and the synchronizer detection result of the game to be detected comprises: and identifying at least one synchronizer used in the match to be detected.
Optionally, the apparatus further comprises: a storage module;
the storage module is used for storing the detection result of the synchronizer of the competition to be detected into a preset database.
Optionally, the apparatus further comprises: a display module;
and the display module is used for displaying the detection result of the synchronizer of the competition to be detected.
In a third aspect, an embodiment of the present application further provides a processing apparatus, including: a processor, a storage medium and a bus, the storage medium storing program instructions executable by the processor, the processor and the storage medium communicating via the bus when the processing device is running, the processor executing the program instructions to perform the steps of the method as described in the first aspect above when executed.
In a fourth aspect, embodiments of the present application also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the method according to the first aspect described above.
The beneficial effects of the application are as follows:
the embodiment of the application provides a method, a device, processing equipment and a storage medium for detecting a synchronizer in a game, wherein the method comprises the following steps: acquiring keyboard sequences corresponding to a plurality of game characters participating in a game to be detected; determining the similarity of keyboard sequences of every two game characters in the plurality of game characters; and determining the detection result of the synchronizer of the competition to be detected according to the similarity of the keyboard sequences of every two game characters. The method comprises the steps that the starting time of a game corresponding to the game to be detected is determined to meet the preset time, the game to be detected is triggered to be detected, the trigger of the game detection can be more accurate, missing detection and false detection are effectively avoided, and therefore the accuracy of the keyboard sequence corresponding to the acquired game role is higher; according to the keyboard sequences corresponding to the game characters, the similarity of the keyboard sequences of any two game characters in the game to be detected is calculated, so that the detection result of the synchronizer of the game to be detected is determined, the detection efficiency of the synchronizer is higher, and the reliability of the detection result is higher.
Secondly, two parallel similarity calculation schemes are adopted to cover the similarity calculation of different types of synchronizers. The global LCS algorithm is adopted to calculate the similarity of the keyboard sequences of every two game characters, so that the problem of the situation that the received keyboard sequences have missing keys due to various conditions such as network transmission problems, intentional synchronization of the network transmission problems and the like can be solved. By using a short sequence algorithm, the player using the delay synchronizer can be effectively detected.
In addition, by combining multiple detection results of the game to be detected, multiple game characters controlled by the same player can be represented by using a uniform synchronizer identifier, so that the availability of the detection results is increased.
Finally, the detection method can be further evaluated through the detection result of the synchronizer to guide the optimization iteration of the detection algorithm. Meanwhile, the detection results are displayed, so that a game operator and a game developer can conveniently inquire the detection results, and a player using the synchronizer is correspondingly penalized, so that the fairness of the game player is ensured, and the game experience is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 2 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 3 is a flowchart illustrating another method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 4 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 5 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 6 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 7 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 8 is a flowchart illustrating another method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 9 is a flowchart of a method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 10 is a flowchart of a method for detecting a synchronizer in a game according to an embodiment of the present application;
FIG. 11 is a schematic diagram of a result display interface according to an embodiment of the present application;
FIG. 12 is a schematic diagram of a detecting device of a synchronizer in a game according to an embodiment of the present application;
FIG. 13 is a schematic diagram of another detecting device for a synchronizer in a game according to an embodiment of the present application;
FIG. 14 is a schematic diagram of another detecting device for a synchronizer in a game according to an embodiment of the present application;
FIG. 15 is a schematic diagram of a detecting device of a synchronizer in a game according to another embodiment of the present application;
FIG. 16 is a schematic diagram of a detecting device of a synchronizer in a game according to another embodiment of the present application;
FIG. 17 is a schematic diagram of another detecting device for an in-game synchronizer according to an embodiment of the present application;
FIG. 18 is a schematic diagram of another detecting device of an in-game synchronizer according to an embodiment of the present application;
FIG. 19 is a schematic diagram of a detecting device of a synchronizer in a game according to another embodiment of the present application;
fig. 20 is a schematic diagram of another detecting device for a synchronizer in a game according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application.
FIG. 1 is a schematic flow chart of a method for detecting a synchronizer in a game according to an embodiment of the present application; the method may be executed by a game server, as shown in fig. 1, and the method may include:
s101, acquiring keyboard sequences corresponding to a plurality of game characters participating in a competition to be detected.
The keyboard sequence is a string formed by sorting data recorded when a player uses a keyboard to perform actions such as moving, taking medicine, releasing skills, opening/closing an interactive interface, and the like, such as pressing or bouncing keys according to a time stamp. For example: a piece of data in a keyboard sequence may be represented as: "code":83, "tm":1577365028850, "tp": "u". Where code represents the key code value of the key, tm represents the millisecond timestamp of the key press or pop, tp represents whether this action is pressing (d) or pop (u).
In addition, the synchronizer is an external inspection hardware device for simultaneously controlling multiple characters on multiple computers by using a set of keyboard and mouse, so that the key sequences are highly consistent in overall performance for the keyboard sequences generated by the game characters using the synchronizer, but actually the key sequences actually received are not completely consistent due to network reasons or the arrangement of the synchronizer.
Alternatively, before the synchronizer detection is performed, a keyboard sequence corresponding to all game characters in the game may be acquired, so that the synchronizer detection is performed according to the keyboard sequence.
S102, determining the similarity of keyboard sequences of every two game characters in the plurality of game characters.
In some embodiments, in order to improve accuracy of the detection result, the similarity of the keyboard sequences of any game character and each other game character may be determined by performing pairwise comparison of the keyboard sequences of all game characters in the game to be detected. For example: the game to be detected includes 4 game characters: a. b, c and d, comparing the keyboard sequences of the character a with the character b, the character c and the character d respectively, and determining the similarity of the keyboard sequences of the character a and the character b, the similarity of the keyboard sequences of the character a and the character c and the like, and similarly, comparing the keyboard sequences of the character b with the character c and the character d respectively to ensure that any game character performs similarity calculation with the keyboard sequences of other game characters.
S103, determining a synchronizer detection result of the competition to be detected according to the similarity of the keyboard sequences of every two game characters.
Optionally, the synchronizer included in the game to be detected may be determined according to the keyboard sequence similarity of any two game characters calculated in the step S102, where the detection result of the synchronizer of the game to be detected may be: the synchronizer is not used; the method can also be as follows: a synchronizer is used, and the number of the synchronizers is several.
Optionally, by detecting the synchronizer in the game, the game operator can penalize the player who uses the synchronizer to get the improper benefit in time according to the detection result, so that the situation that other players are not public and the game experience is influenced is avoided.
In summary, the method for detecting the in-game synchronizer provided in the embodiment includes: acquiring keyboard sequences corresponding to a plurality of game characters participating in a game to be detected; determining the similarity of keyboard sequences of every two game characters in the plurality of game characters; and determining the detection result of the synchronizer of the competition to be detected according to the similarity of the keyboard sequences of every two game characters. The method comprises the steps of triggering a game to be detected to detect under a preset condition, so that the triggering of the game detection is more accurate, missing detection and false detection are effectively avoided, and the accuracy of the acquired keyboard sequence of the game role is higher; according to the keyboard sequences corresponding to the game characters, the similarity of the keyboard sequences of any two game characters in the game to be detected is calculated, so that the detection result of the synchronizer of the game to be detected is determined, the detection efficiency of the synchronizer is higher, and the reliability of the detection result is higher.
Optionally, before the step S101, the method of the present application may further include: and determining that the competition starting time length corresponding to the competition to be detected meets the preset time length.
When the starting time length of the match corresponding to the match to be detected is determined to meet the preset time length, the detection of the match is triggered, so that the accuracy of the detection result is higher, and false detection and missing detection of the synchronizer are avoided.
Fig. 2 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application, optionally, the determining that a game start duration corresponding to a game to be detected meets a preset duration may include:
s201, traversing the contests of the preset game map according to a preset database, wherein the preset database stores information of at least one contest in the preset game map.
It should be noted that, the preset game map may correspond to one game, and in some cases, because there is an upper limit on the number of players in the game, there may be multiple games in the same preset game map, where multiple games share one game map, but game characters in different games are isolated from each other, independent from each other, and not affected by each other. The method for detecting the synchronizer in the game provided by the application is mainly used for detecting the synchronizer used in any match in the preset game map.
It should be noted that the preset database may be used to record information of at least one game in the preset game map, for example, the information of each game may include: information of game characters in each game, detection information of each game and the like, so that any game in a preset game map can be traversed and detected in a triggering mode. The preset database can be any existing commonly used database, and can also be a data dictionary, namely a data storage format.
S202, determining the starting time of the competition corresponding to the traversed competition.
For example, in one possible implementation, the information for each game in the database may include an identification of the each game, and in the event of a traversal of one game, the identification of the traversed game may be determined, and then the start time of the game may be determined based on the identification of the traversed game.
In another possible implementation, the information of each game in the database may further include: the starting time of each match can be obtained when one match is traversed.
S203, if the starting time of the game reaches a first preset time, and the traversed game is not detected, determining that the traversed game is a game to be detected, wherein the starting time of the game corresponding to the game to be detected meets the preset time.
In some embodiments, under the condition that the time length of the start of the traversed game is determined, whether the time length of the start of the game reaches the first preset time length can be determined.
The first preset duration is set too short, which may lead to missed detection of the synchronizer, and too long setting may not be detected due to premature ending of the game play. In this embodiment, the first preset time period may be set to 8 minutes, that is, when the game start time period reaches 8 minutes, the synchronizer detection may be triggered for the game. The first preset duration is reasonably set, so that the detected trigger is more accurate, and the detection accuracy is improved. Of course, the first preset time period is not limited to 8 minutes, and 8 minutes is only a preferred option in one possible implementation.
Optionally, it is further determined whether the game is started to be detected when the starting time of the game reaches the first preset time, and the detection can be started only when the game is not detected, so that repeated detection is not needed for the detected game, the processing efficiency of the server can be improved while saving time, and occupation of excessive processes is avoided.
Fig. 3 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application. Optionally, the information of each game includes: an Identification (ID) of each game, and an identification of a game character in each game; in the step S201, before traversing the game of the preset game map according to the preset database, the method of the present application may further include:
s301, acquiring the identifications of all game roles entering a preset game map and the identifications of at least one match every first preset time.
It should be noted that, compared with the real-time acquisition, the method can avoid too frequent access of the data interface by acquiring the identifications of all game characters entering the preset game map and the identifications of at least one game every first preset time, and the data volume is not very large, so that the actual meaning of the real-time acquisition is not very great. Alternatively, in this embodiment, the first preset time may be 10 seconds, which is not limited to 10 seconds in practical application, and may be adaptively modified by incoming line.
Optionally, the identification of all game characters entering the preset game map and the identification of each match are obtained, for example: the preset game map comprises three games, and then the obtained identifications of the three games and the identifications of game roles in each game are obtained.
S302, recording the identification of each match and the identification of the game role in each match in a preset database.
Optionally, the server acquires the game character entering the preset game map and the information of at least one game played in the preset game map in real time, and records the acquired information in a preset database in the form of key value pairs. It should be noted that, the game identifier and the game character identifier are recorded in the preset database, so that the starting time of each game can be conveniently obtained by traversing the preset database, and the identifiers of all game characters contained in the game can be determined by the game identifier, thereby facilitating the obtaining of the keyboard sequence of the game character.
Fig. 4 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application. Optionally, the information of each game further includes: a detection flag for indicating whether each match is detected; in the step S203, if the game starting time reaches the first preset time and the traversed game is not detected, the method of the present application may further include:
s401, if the detection mark of the traversed game is the first mark, determining that the traversed game is not detected.
Optionally, the information of each game recorded in the preset database may further include a detection mark of the game, where the detection mark may represent a detection state of the game. Wherein the first marker may be that the game is not detected. Whether the game has been detected or not may be determined according to the detection flag of the game, so that the game start time length reaches the first preset time length, and the game whose detection flag is not detected is determined as the game to be detected.
Optionally, in the step S203, determining that the traversed game is a game to be detected, where the game to be detected meets a preset trigger condition may include:
s402, modifying the detection mark corresponding to the match to be detected in a preset database into a second mark.
Optionally, after determining the match meeting the above conditions as the match to be detected, triggering the synchronizer to detect, and simultaneously modifying the detection mark corresponding to the match to be detected from the first mark to the second mark, wherein the second mark can be in the match detection or the match detection is completed. Namely, the detection mark corresponding to the game to be detected is modified from the fact that the game is not detected to the fact that the game is detected, and meanwhile, after the detection is completed, the detection mark is modified from the fact that the detection is completed, so that the server can accurately judge whether to trigger the detection according to the detection mark of each game, and the occurrence of repeated detection is avoided.
Optionally, the method of the present application may further comprise: and deleting the information of the traversed game in the preset database if the traversed game is finished or the traversed game is detected to be finished.
In some embodiments, if the traversed game is finished, that is, the game is finished within 8 minutes, or it is determined that the game is detected to be finished according to the detection mark of the game, the information of the game is deleted from the preset database, where the deletion of the game identifier of the game and identifiers of all game characters corresponding to the game is included, so as to avoid that the data amount recorded in the preset database is larger and larger, and the memory overflows.
Fig. 5 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application. Optionally, in the step S101, acquiring keyboard sequences corresponding to a plurality of game characters participating in the game to be detected may include:
s501, acquiring keyboard data segments corresponding to a plurality of game characters participating in the competition to be detected from a log server according to the identification of the competition to be detected.
The keyboard data segment corresponding to each game role in the log server is a keyboard data segment in the game process acquired and transmitted by the game client corresponding to each game role.
In some embodiments, there may be a difference in time of multiple games played in the same preset game map, so that the time stamp of each game character entering the map is different, and the server may determine multiple game characters corresponding to each game according to the time stamp of each game character entering the map, so as to obtain, from the log server, a keyboard data segment corresponding to multiple game characters of the game to be detected according to the identification of the game and the identification of the game character. Wherein, a keyboard data segment, i.e. a certain part of the keyboard sequence of the game character, a plurality of keyboard data segments can be spliced into one keyboard sequence.
In general, the keyboard sequence generated by the game character in the game process is relatively long, alternatively, in this embodiment, the keyboard data segments corresponding to the game character in the game process can be collected by the game client and sent to the log server, and can be sent according to a preset interval time, so that the situation that the content of the keyboard data segments sent in the sending process is too long and the data processing is inconvenient is avoided. In this embodiment, the keyboard data segments may be sent once at intervals of 20 seconds, so that, for each game character, the keyboard data segments corresponding to each game character obtained by the log server may include multiple segments.
S502, splicing the keyboard data segments corresponding to each game role according to the identifiers of each game role and the time stamps to obtain the keyboard sequence corresponding to each game role.
Optionally, the log server may combine the acquired multiple pieces of keyboard data corresponding to each game role, so as to obtain a keyboard sequence corresponding to each game role. Optionally, all the keyboard data segments of the same game role can be sequenced according to the identifier of each game role, and all the sequenced keyboard data segments are spliced together to obtain the keyboard sequence of the game role, so that after the synchronizer triggering the game detects, the server can pull the keyboard sequence corresponding to each game role in the game from the log server.
Optionally, in step S101, the obtaining of the keyboard sequences corresponding to the plurality of game characters participating in the game to be detected is intercepting the keyboard sequence of the preset time period in the keyboard sequences corresponding to each game character.
In some embodiments, since the log processing time is not a fixed value, the log number, the size of a single log, and other service usage resources are affected, so in order to avoid the fact that the log processing time delay causes different keyboard sequence lengths of different game characters, and thus the performance of the detection scheme is affected. In this embodiment, when similarity is calculated according to the keyboard sequence of each game character, the obtained keyboard sequence of each game character may be preprocessed, that is, the keyboard sequence of the preset time period before the keyboard sequence of each game character is intercepted, so that the processing speed of the server on the keyboard sequence of each game character may be improved.
In this embodiment, the first 6 minutes of the keyboard sequences of each game character may be intercepted, that is, all the keyboard sequences of each game character from the start of the game to the 6 minutes of the game may be acquired. Of course, in practical application, the method is not limited to 6 minutes, and the adaptive adjustment can be performed according to adjustment of actual conditions and other preset parameters.
Meanwhile, the acquired keyboard sequences of the game characters are deleted, wherein the length of the keyboard sequences is smaller than 200, so that the effective keyboard sequences are ensured to be acquired, and the accuracy of similarity calculation is improved.
In the step S102, determining the similarity of the keyboard sequences of each of the plurality of game characters may include: and determining the similarity of the keyboard sequences of every two game characters according to the keyboard sequences of the preset time period in the keyboard sequences corresponding to every two game characters.
Alternatively, the similarity of the keyboard sequences of every two game characters can be calculated by adopting a preset algorithm according to the keyboard sequences of the game characters. The application provides two parallel calculation schemes, which are complementary to each other so as to cover similarity calculation of synchronizers of different types. The specific calculation method can be understood with reference to the following examples.
Fig. 6 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application. Optionally, in the step S102, determining the similarity of the keyboard sequences of each two game characters in the plurality of game characters may include:
s701, determining the total length of a common sequence in the keyboard sequences of every two game characters.
In some embodiments, a global LCS (Longest Common Sequence, longest common subsequence) algorithm may be used to calculate the similarity of keyboard sequences for every two game characters, so as to solve the problem of the received keyboard sequence having a missing key caused by various situations such as a network transmission problem, a synchronizer intentionally, and the like.
It should be noted that, when the global LCS algorithm is used to calculate the similarity of the keyboard sequences, the length of the keyboard sequences needs to be greater than or equal to the preset length N, so as to avoid the influence of the too short keyboard sequences on the calculation result, and the empirical value N is 500, which may not be limited to 500.
Alternatively, for any two game character keyboard sequences, a GPM (Gestalt Pattern Matching, solving the longest common subsequence without nonsensical elements) algorithm may be used to determine the total length of the common sequences in the two game character keyboard sequences. For example: the keyboard sequences of the two game characters are S1 and S2 respectively, and then the common sequences of the sequences S1 and S2 can be solved according to the GPM algorithm, so that the total length of the common sequences in the two keyboard sequences is obtained. It should be noted that, the GPM algorithm has high efficiency of obtaining the common subsequence, and the situation that the character moves in the game often has long pressing of the WASD direction key, so that the GPM algorithm can reduce the influence of the situations on the calculation result.
S702, determining the similarity of the keyboard sequences of every two game characters according to the total length of the public sequences and the keyboard sequence length of every two game characters.
It should be noted that, the similarity of the keyboard sequences may be determined according to the evaluation index score of the two keyboard sequences, and the formula may be adopted:calculating the evaluation index of two keyboard sequences, wherein N is the preset length, len (S1) represents the length of the keyboard sequence S1, len (S2) represents the length of the keyboard sequence S2, D1 represents the total length of a common sequence in the keyboard sequences of two game characters, and the larger score represents the more similar the two keyboard sequences, namely the larger the probability that the two game characters use a synchronizer. When score>At T1 (T1 is the empirical threshold of 0.9), the game character corresponding to the two keyboard sequences is considered to use a synchronizer.
Since the lengths of all the keyboard sequences for similarity calculation are not smaller than the preset length, if a real keyboard sequence satisfying the conditions is adopted for example, the calculation is difficult to achieve, so in this embodiment, a shorter keyboard sequence is used for illustration, which does not affect the presented calculation process and principle.
Illustrating: a keyboard sequence S1 of length 12: "wwwaaas12335" and a length 11 sequence S2: "wwaaas 1234" has two common sequences, "ww" and "aaas123", with lengths of 2 and 7, respectively, where D1 is 2 plus 7 in the above formula, so the final score may be (2+7)/(12+11-2-7) = 0.6429, i.e., the evaluation index of the keyboard sequences S1 and S2 is 0.6429, and 0.6429 is less than the threshold value 0.9 according to the above-mentioned judgment rule, then it may be considered that one synchronizer is not used for the two keyboard sequences, i.e., the synchronizers are not used for the game characters corresponding to the two keyboard sequences in the game. According to the calculation method, the similarity of the keyboard sequences of any two game characters in the game can be calculated.
Fig. 7 is a flowchart of another method for detecting a synchronizer in a game according to an embodiment of the present application. Optionally, in the step S102, determining the similarity of the keyboard sequences of each two game characters in the plurality of game characters may further include:
s801, performing de-duplication processing on the keyboard sequences of every two game roles.
In other embodiments, a short sequence algorithm may be used to calculate the similarity of keyboard sequences for every two game characters. By using a short sequence algorithm, the player using the delay synchronizer can be effectively detected. The time delay synchronizer configures a different time t time delay effective keyboard and mouse sequence for each computer so that the keyboard sequences of all game characters are not synchronous.
In this embodiment, there is no special requirement on the length of the two keyboard sequences to be subjected to similarity calculation, and the requirement of the above-mentioned preset length is not necessarily satisfied, but the length of the keyboard sequence after duplicate removal is required to be greater than or equal to the preset subsequence length M, where M may take an empirical value of 200, and of course, may not be limited to 200.
S802, determining the similarity of the keyboard sequences of every two game characters according to the keyboard sequences of every two game characters after the duplicate removal processing.
Alternatively, after the keyboard sequences of the two game characters are subjected to the duplication removal process, the similarity thereof may be further calculated according to a specific method in the following embodiments.
FIG. 8 is a flowchart illustrating another method for detecting a synchronizer in a game according to an embodiment of the present application; optionally, in step S802, determining the similarity of the keyboard sequences of each two game characters according to the keyboard sequences of each two game characters after the deduplication process may include:
and S901, determining the longest subsequence length with the same keyboard data in the keyboard sequences of every two game characters after the duplicate removal processing according to the preset subsequence length.
Alternatively, in this embodiment, the preset sub-sequence length may be 200, that is, when determining that the length of two keyboard sequences after de-duplication is 200, the two keyboard sequences have the length of the longest sub-sequence of the same keyboard data.
S902, determining the similarity of the keyboard sequences of every two game roles according to the preset subsequence length and the longest subsequence length.
Alternatively, the formula may be adopted according to the preset sub-sequence length and the calculated longest sub-sequence length: score=d2/(m×2-D2), an evaluation index of two keyboard sequences is calculated, and the similarity is determined according to the evaluation index. Wherein M is the predetermined subsequence length, and D2 is the longest subsequence length. A larger score represents a more similar sequence of two keyboards, i.e. a greater probability of using a synchronizer. When score > T2 (T2 is the empirical threshold of 0.95), the two keyboard sequences are considered to use a synchronizer. Care should be taken here to avoid a player repeatedly pressing the same key, since pressing and bouncing while successive keys are de-duplicated would be regarded as two different keys.
As the length of all the keyboard sequences for similarity calculation is longer, it is difficult to implement the overall LCS algorithm if a real keyboard sequence satisfying the conditions is used for example, so that in this embodiment, a shorter keyboard sequence is used for illustration.
Illustrating: length after deduplication sequence S1 of 12: "abcdefox1234" and length after deduplication, sequence S2 of 12: "abcdefpz 1234" shares 3 pieces of the same keyboard data, respectively "abc" of length 3, "ef" of length 2 and "1234" of length 4, and although the longest keyboard data "1234" has a length of 4, when finding the result when m=6, the LCS values of "abcdef" and "abcref" have 5, and the LCS values of "ox1234" and "pz1234" have only 4, so that its score is 5/(6*2-5) =0.7143. Also, according to the above-described judgment rule, 0.7143 is smaller than the threshold value of 0.95, then it can be considered that one synchronizer is not used by the two keyboard sequences, that is, the synchronizer is not used by the game characters corresponding to the two keyboard sequences in the game.
Through the calculation of the similarity, the similarity result of the keyboard sequences of any two game characters in the competition to be detected can be obtained.
Fig. 9 is a flowchart of a method for detecting a synchronizer in a game according to an embodiment of the present application. Optionally, in the step S103, determining the detection result of the synchronizer for the game to be detected according to the similarity of the keyboard sequences of each two game characters may include:
s1001, determining a detection result of the game to be detected according to the similarity of the keyboard sequences of every two game characters.
Alternatively, after similarity calculation is performed on the keyboard sequences of every two game characters, a detection result can be obtained, and the detection result can indicate whether the two game characters use a synchronizer or not. Then, a plurality of detection results can be obtained according to a plurality of game characters included in the game to be detected.
S1002, combining a plurality of detection results of the to-be-detected game, and determining a synchronizer detection result of the to-be-detected game.
In some embodiments, a union algorithm may be used to combine multiple detection results determined in the game to be detected, so as to finally obtain a synchronizer detection result of the game.
It should be noted that the union is a tree-shaped data structure, and the data is divided into a plurality of non-intersections during the process of constructing the data, and each non-intersection may be regarded as a synchronizer. By combining the detection results, a plurality of game characters controlled by the same player can be represented by using a uniform synchronizer identifier, so that the availability of the detection results is increased. The merging process can be understood specifically with reference to the following examples.
Optionally, in the step S1001, determining a detection result of the game to be detected according to the similarity of the keyboard sequences of each two game characters may include: if the similarity of the keyboard sequences of every two game characters is greater than or equal to a first preset threshold value, determining that one detection result is: using a synchronizer in the competition to be detected for every two game roles; if the similarity of the keyboard sequences of every two game characters is smaller than a first preset threshold value, determining that one detection result is: every two game characters do not use a synchronizer in the game to be detected.
Alternatively, this portion has been explained in the above embodiments. For the global LCS algorithm, the first preset threshold may be 0.9, and when the calculated evaluation index score (similarity) is less than 0.9, the detection results corresponding to the two game roles are that the synchronizer is not used; when score is greater than or equal to 0.9, the detection result corresponding to the two game roles is that a synchronizer is used.
For the short sequence algorithm, the corresponding first preset threshold value may be 0.95, and when the calculated evaluation index score (similarity) is smaller than 0.95, the detection results corresponding to the two game roles are that the synchronizer is not used; when score is greater than or equal to 0.95, the detection result corresponding to the two game characters is that one synchronizer is used.
Fig. 10 is a flowchart of a method for detecting a synchronizer in a game according to an embodiment of the present application. Optionally, if the plurality of detection results include at least two detection results that are using synchronizers, in step S1002, the step of merging the plurality of detection results of the game to be detected to determine the detection result of the synchronizer of the game to be detected may include:
s1011, combining at least two detection results to determine a plurality of game roles using the same synchronizer.
Illustrating: assume that the game to be detected includes 5 game characters: role 1, role 2, role 3, role 4, role 5. The detection results of the roles 1 and 2 are as follows: using a synchronizer; the detection results of the roles 1 and 3 are as follows: a synchronizer is used. Then, the detection results of the character 1 and the character 2 may be combined with the detection results of the character 1 and the character 3 to determine that the character 1, the character 2 and the character 3 use one synchronizer. The detection results of the role 1, the role 2 and the role 3 and the role 4 are respectively: the synchronizer is not used; the detection results of the roles 4 and 5 are: a synchronizer is used. Then, it can be determined that role 4 and role 5 use another synchronizer than the one used by role 1, role 2, and role 3.
S1012, establishing a set according to the identifiers of a plurality of game roles using the same synchronizer, wherein the identifiers of the set are the identifiers of the same synchronizer, and the detection result of the synchronizer of the competition to be detected comprises: the identity of at least one synchronizer used in the race is to be detected.
Optionally, continuing with the above illustration, a set may be established based on the identity of role 1, role 2, and role 3, determining that role 1, role 2, and role 3 use a synchronizer, and assigning an identity to the synchronizer. Likewise, role 4 and role 5 use another synchronizer, and no other synchronizer is given another identification to distinguish between the different synchronizers.
After the processing, the detection result of the synchronizer of the competition to be detected can be obtained, and the detection result can comprise: the identity of all synchronizers used in the game, and the identity of the game character to which each synchronizer corresponds. Thereby facilitating the game operator to carry out corresponding punishment according to the detection result and improving the experience of the game player.
Optionally, the method of the present application may further comprise: and storing the detection result of the synchronizer of the competition to be detected.
Optionally, the obtained results of the game Identifier (ID) of the game to be detected, the identifiers of all game characters included in the game, the time of entering the preset game map by the game characters, the obtained synchronizer identifier of the game, and the like may be stored so as to facilitate data review and optimization of the method. Alternatively, the information of all the games in the preset game map may be stored in the preset database in a common way. The preset database may be a MySQL (My Structured Query Language, structured query language) database, which is not limited to MySQL database, but may be any other common database.
Optionally, the method of the present application further comprises: the airlow is a programmable, scheduled and monitored workflow platform by which a series of timed tasks are initiated. The tasks can read the synchronizer identifications stored in the preset database, calculate the detection effect of each preset game map and the server on the detection result of the synchronizers in the game by combining with the recent forbidden records of the game operator, further evaluate the detection method according to the number of the detected synchronizers and the number of all synchronizers included in the preset game map, calculate the accuracy, precision, recall, f1-score, value generated in the last week, accumulated value and the like of the detection method according to the detection method, and store the evaluation result in the preset database.
Optionally, the method of the present application may further comprise: and displaying the detection result of the synchronizer of the competition to be detected.
Fig. 11 is a schematic diagram of a result display interface according to an embodiment of the present application. As shown in FIG. 11, all synchronizer detection results corresponding to the preset game map can be displayed, in this embodiment, the display platform used is an portrait service platform, which is a comprehensive platform integrating inquiry, display and result operation for both the game operator and the game developer. The game developer can view the detected result output of the recently used detecting method and the above-described evaluation results (accuracy, precision, recall, f 1-score) on the platform.
In fig. 11, taking a preset game map "XXX" as an example, taking selecting a key sequence analysis tool control on the left side as an example, the upper half part in the display interface on the right side may include: a plurality of input boxes for date, battlefield ID, input player ID, etc., and search type buttons: individual searches and group searches. Wherein, battlefield ID corresponds to the competition identification, synchronizer ID corresponds to the synchronizer identification, and player ID corresponds to the game role identification. The game operator can check the synchronizer identification corresponding to the competition to be queried by inputting the information to be queried in the corresponding input box. The query result can be displayed in the lower half of the display interface, and comprises an identifier of a display synchronizer, a keyboard sequence corresponding to a game role, a player account corresponding to the game role, a preset game map, a game identifier, kicked time and the like. That is, as can be seen from the query results shown in fig. 13, four players with game character identifications 100011001, 100011331, 232111331, 312430532 respectively use one synchronizer in the same race, and the game operator has made a corresponding penalty to the four players, kicking them from the map.
Optionally, after the control such as the service value and the service effect on the left side is selected, the calculated evaluation results can be displayed correspondingly, and all the penalized player accounts and the like can be displayed correspondingly in the kicked plug-in list, which are not shown in the drawings one by one.
In some embodiments, the detection method of the present application may be iteratively optimized according to the calculated evaluation result data. For example: the number of the feedback synchronizers of the game operators is obviously increased, but the detection result obtained by the detection method is not obviously increased, namely, the detection method can be further optimized when the accuracy is lower.
In other embodiments, the game operator may also view pictorial information and secondary evidence (e.g., character trace, mouse trace, cluster projection, keyboard sequence, etc.) for each game character to determine which portion of the character to block. The method for preventing the player from using the plug-in by blocking the roles can be suitable for the situation that the player uses any anti-plug-in equipment, and is not limited to using the synchronizer to conduct game plug-in.
Optionally, in the method of the present application, the server may push the identifier of the game character using the same synchronizer to the game operator through an http request, so that the game operator penalizes the player using the synchronizer. For example: the player is kicked out of the map, the benefit of the time is cancelled and participation in the play is prohibited for a next preset time, for example, 24 hours. Alternatively, this penalty approach is only applicable to players using synchronizers.
In summary, an embodiment of the present application provides a method for detecting a synchronizer in a game, including: acquiring keyboard sequences corresponding to a plurality of game characters participating in a game to be detected; determining the similarity of keyboard sequences of every two game characters in the plurality of game characters; and determining the detection result of the synchronizer of the competition to be detected according to the similarity of the keyboard sequences of every two game characters. The method comprises the steps that the starting time of a game corresponding to the game to be detected is determined to meet the preset time, the game to be detected is triggered to be detected, the trigger of the game detection can be more accurate, missing detection and false detection are effectively avoided, and therefore the accuracy of the keyboard sequence corresponding to the acquired game role is higher; according to the keyboard sequences corresponding to the game characters, the similarity of the keyboard sequences of any two game characters in the game to be detected is calculated, so that the detection result of the synchronizer of the game to be detected is determined, the detection efficiency of the synchronizer is higher, and the reliability of the detection result is higher.
Secondly, two parallel similarity calculation schemes are adopted to cover the similarity calculation of different types of synchronizers. The global LCS algorithm is adopted to calculate the similarity of the keyboard sequences of every two game characters, so that the problem of the situation that the received keyboard sequences have missing keys due to various conditions such as network transmission problems, intentional synchronization of the network transmission problems and the like can be solved. By using a short sequence algorithm, the player using the delay synchronizer can be effectively detected.
In addition, by combining multiple detection results of the game to be detected, multiple game characters controlled by the same player can be represented by using a uniform synchronizer identifier, so that the availability of the detection results is increased.
Finally, the detection method can be further evaluated through the detection result of the synchronizer to guide the optimization iteration of the detection algorithm. Meanwhile, the detection results are displayed, so that a game operator and a game developer can conveniently inquire the detection results, and a player using the synchronizer is correspondingly penalized, so that the fairness of the game player is ensured, and the game experience is improved.
Fig. 12 is a schematic diagram of a detection device for a synchronizer in a game according to an embodiment of the present application. The embodiment of the application also provides a device for detecting the synchronizer in the game, as shown in fig. 12, the device can comprise: an acquisition module 110 and a determination module 120;
an obtaining module 110, configured to obtain keyboard sequences corresponding to a plurality of game characters participating in a game to be detected;
a determining module 120, configured to determine a similarity of keyboard sequences of each two game characters of the plurality of game characters; and determining the detection result of the synchronizer of the competition to be detected according to the similarity of the keyboard sequences of every two game characters.
Optionally, the determining module 120 is further configured to determine that a game start duration corresponding to the game to be detected meets a preset duration.
Optionally, as shown in fig. 13, the apparatus further includes: a traversal module 130;
the traversing module 130 is configured to traverse the matches of the preset game map according to a preset database, where the preset database stores information of at least one match in the preset game map;
the determining module 120 is further configured to determine a game start duration corresponding to the traversed game; if the starting time of the game reaches the first preset time and the traversed game is not detected, determining that the traversed game is a game to be detected, wherein the starting time of the game to be detected meets the preset time.
Optionally, the information of each game includes: an identification of each game, and an identification of a game character in each game; as shown in fig. 14, the apparatus further includes: a recording module 140;
the obtaining module 110 is specifically configured to obtain, at intervals of a first preset time, identifiers of all game characters entering a preset game map and identifiers of at least one game;
the recording module 140 is configured to record, in a preset database, an identifier of each game and an identifier of a game character in each game.
Optionally, the information of each game further includes: a detection flag for indicating whether each match is detected;
the determining module 120 is specifically configured to determine that the traversed game is not detected if the detection flag of the traversed game is the first flag.
Optionally, as shown in fig. 15, the apparatus further includes: a modification module 150;
the modifying module 150 is specifically configured to modify a detection mark corresponding to the game to be detected in the preset database to a second mark.
Optionally, as shown in fig. 16, the apparatus further includes: a delete module 160;
the deleting module 160 is configured to delete the information of the traversed game in the preset database if the traversed game is finished or the traversed game is detected to be finished.
Optionally, the determining module 120 is specifically configured to obtain, according to an identifier of the game to be detected, keyboard data segments corresponding to a plurality of game characters participating in the game to be detected from a log server, where the keyboard data segment of each game character in the log server is a keyboard data segment in a game process acquired and sent by a game client corresponding to each game character; and splicing the keyboard data segments corresponding to each game role according to the identifiers of each game role and the time stamps to obtain the keyboard sequence corresponding to each game role.
Optionally, as shown in fig. 17, the apparatus further includes: a preprocessing module 170;
the preprocessing module 170 is configured to intercept a keyboard sequence of a preset time period in the keyboard sequences corresponding to each game character.
Optionally, the determining module 120 is specifically configured to determine a total length of a common sequence in the keyboard sequences of each two game characters; and determining the similarity of the keyboard sequences of every two game characters according to the total length of the public sequence and the keyboard sequence length of every two game characters.
Optionally, the determining module 120 is specifically configured to perform a deduplication process on the keyboard sequence of each two game roles; and determining the similarity of the keyboard sequences of every two game characters according to the keyboard sequences of every two game characters after the duplicate removal processing.
Optionally, the determining module 120 is specifically configured to determine, according to a preset subsequence length, a length of a longest subsequence having the same keyboard data in the keyboard sequence of each two game characters after the deduplication processing; and determining the similarity of the keyboard sequences of every two game roles according to the preset subsequence length and the longest subsequence length.
Optionally, the determining module 120 is further specifically configured to determine a detection result of the game to be detected according to the similarity of the keyboard sequences of each two game characters; and combining a plurality of detection results of the competition to be detected, and determining the detection result of the synchronizer of the competition to be detected.
Optionally, the determining module 120 is specifically configured to determine that one detection result is: using a synchronizer in the competition to be detected for every two game roles; if the similarity of the keyboard sequences of every two game characters is smaller than a first preset threshold value, determining that one detection result is: every two game characters do not use a synchronizer in the game to be detected.
Optionally, if the plurality of detection results include at least two detection results that are using a synchronizer, the determining module is specifically configured to combine the at least two detection results to determine a plurality of game characters that use the same synchronizer; according to the identification of a plurality of game characters using the same synchronizer, a set is established, the identification of the set is the identification of the same synchronizer, and the detection result of the synchronizer of the competition to be detected comprises: the identity of at least one synchronizer used in the race is to be detected.
Optionally, as shown in fig. 18, the apparatus further includes: a storage module 180;
the storage module 180 is configured to store a detection result of the synchronizer for the game to be detected.
Optionally, as shown in fig. 19, the apparatus further includes: a display module 190;
And the display module 190 is used for displaying the detection result of the synchronizer of the game to be detected.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more application specific integrated circuits (Application Specific Integrated Circuit, abbreviated as ASIC), or one or more microprocessors (digital singnal processor, abbreviated as DSP), or one or more field programmable gate arrays (Field Programmable Gate Array, abbreviated as FPGA), or the like. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 20 is a schematic diagram of another apparatus for detecting a synchronizer in a game according to an embodiment of the present application, where the apparatus may be integrated in a game client, and the terminal may be a computing device with a data processing function.
The device comprises: a processor 210, a memory 220.
The memory 220 is used to store a program, and the processor 210 calls the program stored in the memory 220 to execute the above-described method embodiment. The specific implementation manner and the technical effect are similar, and are not repeated here.
Optionally, the present invention also provides a program product, such as a computer readable storage medium, comprising a program for performing the above-described method embodiments when being executed by a processor.
In the several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of the units is merely a logical function division, and there may be additional divisions when actually implemented, e.g., multiple units or components may be combined or integrated into another system, or some features may be omitted or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform some of the steps of the methods according to the embodiments of the invention. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.

Claims (11)

1. A method for detecting a synchronizer in a game, comprising:
traversing the contests of a preset game map according to a preset database, wherein the preset database stores information of at least one contest in the preset game map;
determining the starting time of the game corresponding to the traversed game;
if the starting time of the game reaches a first preset time and the traversed game is not detected, determining that the traversed game is a game to be detected, wherein the starting time of the game to be detected meets the preset time;
intercepting a keyboard sequence of a preset time period in a keyboard sequence corresponding to each game role participating in the game to be detected, wherein the keyboard sequence of the game role comprises a character string formed by ordering data of keyboard key pressing or bouncing according to a time stamp;
determining the similarity of keyboard sequences of every two game characters in the plurality of game characters;
determining a synchronizer detection result of the game to be detected according to the similarity of the keyboard sequences of every two game characters;
the determining the similarity of the keyboard sequences of each two game characters in the plurality of game characters comprises:
Determining the total length of a common sequence in the keyboard sequences of every two game characters;
determining the similarity of the keyboard sequences of every two game characters according to the total length of the public sequences and the keyboard sequence length of every two game characters; or alternatively
Performing de-duplication processing on the keyboard sequences of every two game characters;
determining the similarity of the keyboard sequences of every two game characters according to the keyboard sequences of every two game characters after the duplicate removal processing;
the determining the similarity of the keyboard sequences of every two game characters according to the keyboard sequences of every two game characters after the duplicate removal processing comprises the following steps:
determining the longest subsequence length with the same keyboard data in the keyboard sequences of every two game characters after the duplicate removal processing according to the preset subsequence length;
and determining the similarity of the keyboard sequences of every two game roles according to the preset subsequence length and the longest subsequence length.
2. The method of claim 1, wherein the information for each game comprises: the identification of each match and the identification of the game characters in each match; before the step of traversing the competition of the preset game map according to the preset database, the method further comprises the steps of:
Acquiring the identifications of all game characters entering the preset game map and the identifications of at least one game every first preset time;
and recording the identification of each game and the identification of the game roles in each game in the preset database.
3. The method of claim 1, wherein the information for each game further comprises: a detection flag for indicating whether the each game is detected; if the game starting time length reaches a first preset time length and the traversed game is not detected, the method further comprises:
if the detected marker of the traversed game is a first marker, determining that the traversed game is not detected.
4. The method according to claim 1, wherein the method further comprises:
and deleting the information of the traversed game in the preset database if the traversed game is finished or the traversed game is detected to be finished.
5. The method of claim 1, wherein obtaining a keyboard sequence corresponding to a plurality of game characters participating in the game to be detected comprises:
Acquiring keyboard data segments corresponding to a plurality of game characters participating in the game to be detected from a log server according to the identification of the game to be detected, wherein the keyboard data segment corresponding to each game character in the log server is a keyboard data segment in a game process acquired and transmitted by a game client corresponding to each game character;
and splicing the keyboard data segments corresponding to each game role according to the identifiers of each game role and the time stamps to obtain the keyboard sequence corresponding to each game role.
6. The method according to any one of claims 1-5, wherein determining the synchronizer detection result of the game to be detected based on the similarity of the keyboard sequences of every two game characters comprises:
determining a detection result of the game to be detected according to the similarity of the keyboard sequences of every two game characters;
and merging the detection results of the to-be-detected competition, and determining the detection result of the synchronizer of the to-be-detected competition.
7. The method of claim 6, wherein said determining a detection result of said game to be detected based on the similarity of the keyboard sequences of said every two game characters comprises:
If the similarity of the keyboard sequences of every two game characters is greater than or equal to a first preset threshold value, determining that the one detection result is: the synchronizer is used by each two game roles in the game to be detected;
if the similarity of the keyboard sequences of every two game characters is smaller than the first preset threshold value, determining that the one detection result is: the every two game characters do not use a synchronizer in the game to be detected.
8. The method of claim 6, wherein if at least two of the plurality of test results are synchronizers, the combining the plurality of test results for the game to be tested, and determining the synchronizer test results for the game to be tested comprises:
combining the at least two detection results to determine a plurality of game characters using the same synchronizer;
establishing a set according to the identifiers of the plurality of game roles using the same synchronizer, wherein the identifier of the set is the identifier of the same synchronizer, and the synchronizer detection result of the game to be detected comprises: and identifying at least one synchronizer used in the match to be detected.
9. A device for detecting a synchronizer in a game, comprising: the device comprises an acquisition module, a determination module and a traversal module;
the traversal module is used for traversing the games of the preset game map according to a preset database, wherein the preset database stores information of at least one game in the preset game map;
the determining module is used for determining the competition starting time length corresponding to the traversed competition; if the starting time of the game reaches a first preset time and the traversed game is not detected, determining that the traversed game is a game to be detected, wherein the starting time of the game to be detected meets the preset time;
the acquisition module is used for intercepting a keyboard sequence of a preset time period before in a keyboard sequence corresponding to each game role participating in the game to be detected, wherein the keyboard sequence of the game role comprises a character string formed by ordering data of keyboard key pressing or bouncing according to a time stamp;
the determining module is used for determining the similarity of the keyboard sequences of every two game roles in the plurality of game roles; determining a synchronizer detection result of the game to be detected according to the similarity of the keyboard sequences of every two game characters;
The determining module is specifically configured to determine a total length of a common sequence in the keyboard sequences of each two game characters; determining the similarity of the keyboard sequences of every two game characters according to the total length of the public sequences and the keyboard sequence length of every two game characters; or alternatively
The determining module is specifically configured to perform deduplication processing on the keyboard sequences of each two game roles; determining the similarity of the keyboard sequences of every two game characters according to the keyboard sequences of every two game characters after the duplicate removal processing;
the determining module is specifically configured to determine, according to a preset subsequence length, a longest subsequence length with the same keyboard data in the keyboard sequences of every two game characters after the deduplication processing; and determining the similarity of the keyboard sequences of every two game roles according to the preset subsequence length and the longest subsequence length.
10. A processing apparatus, comprising: a processor, a storage medium and a bus, the storage medium storing program instructions executable by the processor, the processor and the storage medium communicating over the bus when the processing device is running, the processor executing the program instructions to perform the steps of the method according to any one of claims 1 to 8 when executed.
11. A computer-readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when executed by a processor, performs the steps of the method according to any of claims 1 to 8.
CN202010199588.3A 2020-03-19 2020-03-19 Method and device for detecting synchronizer in game, processing equipment and storage medium Active CN111375210B (en)

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