CN112121425A - Method, system and server for preventing cheating in multiplayer game - Google Patents

Method, system and server for preventing cheating in multiplayer game Download PDF

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Publication number
CN112121425A
CN112121425A CN202010970762.XA CN202010970762A CN112121425A CN 112121425 A CN112121425 A CN 112121425A CN 202010970762 A CN202010970762 A CN 202010970762A CN 112121425 A CN112121425 A CN 112121425A
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game
role
multiplayer
value
character
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高运
王恺
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Beijing ELEX Technology Co Ltd
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Beijing ELEX Technology 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player

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  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention belongs to the technical field of mobile phone games, and discloses a cheating prevention method, a cheating prevention system and a cheating prevention server applied to a multiplayer game, wherein the method comprises the following steps: in any game room, acquiring first game data of a first game role and second game data of a second game role; identifying a game relationship between the first game role and a second game role, wherein the game relationship comprises a mutual aid relationship and a fighting relationship; judging whether the first game data and the second game data meet the game relationship, and marking the safe player or the dangerous player of the first game role and the second game role according to the judgment result; the invention depends on the game rules of the multiplayer game to evaluate and judge the corresponding relation of the game data of any two game roles, thereby being capable of accurately judging whether the game has the condition of communication cheating and corresponding cheating users, and further achieving a certain cheating prevention effect.

Description

Method, system and server for preventing cheating in multiplayer game
Technical Field
The invention belongs to the technical field of mobile phone games, and particularly relates to a cheating prevention method, a cheating prevention system and a cheating prevention server applied to a multiplayer game.
Background
With the development of the internet, more and more people enjoy playing mobile phone/network games, especially chess and card type leisure games, but in the game process, because of malicious operations of players, game cheating sometimes occurs. For example, in the prior chess and card games such as the market poker game, more than three players are generally required to play the same game; specifically, for example, four-player game is taken, three or two players can communicate with each other privately to deal with the remaining players, which results in the loss of fairness of the whole game and the influence on game experience. Therefore, how to fight the cheating users in the mobile phone/online game is a primary task for promoting the development of the mobile phone/online game industry.
Disclosure of Invention
In view of the above, to solve the deficiencies in the prior art, the present invention provides a method, a system and a server for preventing cheating in a multiplayer game.
In order to achieve the purpose, the invention provides the following technical scheme:
a method for preventing cheating in a multiplayer game relates to a target multiplayer game, and at least one game room can be constructed in the target multiplayer game, and each game room at least comprises three game roles; the method comprises the following steps:
in any game room, acquiring first game data of a first game role and second game data of a second game role;
identifying a game relationship between the first game role and the second game role, wherein the game relationship is formed by depending on a game rule of the target multiplayer game and comprises a mutual aid relationship and a fighting relationship;
judging whether the first game data and the second game data meet the game relation or not, and marking a first game role and a second game role according to a judgment result;
wherein: when the judgment result is satisfied, marking the first game role and the second game role as safe players; and marking the first game role and the second game role as dangerous players when the judgment result is not satisfied.
Preferably, the method further comprises: and constructing a safety value of each game character, wherein the safety value comprises a fixed basic value and a variable additional value.
Preferably, after the marking of the game character, the method further includes calculating a current security value of the game character in a manner that:
when the game character is marked as a safe player, T is T + 1;
when the game character is marked as a dangerous player, T-1;
wherein T is the current security value after the game character is marked, and T is the security value before the game character is marked.
Preferably, after calculating the current security value after obtaining the game character mark, the method further comprises:
acquiring a current security value of the game role;
judging whether the current safety value is smaller than a fixed basic value or not; if yes, forcing the game role to quit the target multiplayer game, and forbidding the game role to log in the target multiplayer game in the first time; otherwise, the game continues.
Preferably, after marking the game character as a dangerous player, the method further comprises:
acquiring danger marking times of the game character marked as dangerous players in a second time;
judging whether the danger marking times exceed a first threshold value or not;
if yes, calculating the current security value of the game role to be T ═ P; wherein T is the current security value after the game role is marked, and P is the fixed basic value of the security value;
if not, calculating the current security value of the game role as T-1; wherein T is the current security value after the game character is marked, and T is the security value before the game character is marked.
Preferably, the second time is: and in the same game role, the time interval is generated when the current safety value of two adjacent times is T ═ P.
Preferably, before the acquiring the first game data and the second game data, the method further includes:
responding to a request of the game role for joining the game room, and acquiring the current security value of the game role;
judging whether the safety value is smaller than a second threshold value; if yes, rejecting the join request of the game role; and if not, the game role is approved to join the request.
Preferably, the second threshold is obtained based on a creator-defined preset of the game room.
Compared with the prior art, the invention has the following beneficial effects:
in the invention, whether the game relationship and the game data of any two game roles in the same game are corresponding to each other is judged according to the game rule, if so, no cheating phenomenon is found, otherwise, the cheating phenomenon is found, accurate identification can be effectively formed on whether the game is communicated with a cheating user or not and the cheating user in the game process, and after the identification, a mark of a safe player or a dangerous player is correspondingly formed to form a certain credit mark, so that a certain anti-communication cheating effect is formed according to the credit mark.
And, for the game role marked as dangerous player many times, carry on the punishment of forbidding the game to it; further, the punishment of permanent seal number can be carried out, so that the cheating prevention effect generated by the invention is further improved, and the player can be ensured to be consciously obey the game rule.
In addition, according to the credit identification, a corresponding credit standard can be established when the game room is established, so that players entering the game room can meet the credit standard, and the effect of reducing the cheating probability of the game is achieved.
In order to achieve the above purpose, the invention also provides the following technical scheme:
a system for preventing cheating in a multiplayer game relates to a target multiplayer game, and at least one game room can be constructed in the target multiplayer game, and each game room at least comprises three game roles; the system comprises:
the acquisition module is used for acquiring first game data of a first game role and second game data of a second game role from any game room in the running process of the target multiplayer game;
the identification module is used for identifying the game relationship between the first game role and the second game role, the game relationship is formed by depending on the game rules of the target multiplayer game and comprises a mutual aid relationship and a fighting relationship;
the judging module is used for judging whether the first game data and the second game data meet the game relation;
the marking module is used for marking the first game role and the second game role according to the judgment result of the judgment module; and the tag is a safe player or a dangerous player.
In order to achieve the above purpose, the invention also provides the following technical scheme:
a game server comprising a processor and a memory; the storage is stored with at least one executable code; the at least one executable code is loaded and executed by the processor, and when being loaded and executed, the at least one executable code realizes the anti-cheating method applied to the multiplayer game.
Drawings
FIG. 1 is a basic flowchart of a cheat-preventing method applied to a multiplayer game according to a first embodiment of the present invention;
FIG. 2 is a detailed flowchart of the anti-cheating method applied in a multiplayer game according to the first embodiment of the present invention;
FIG. 3 is a flowchart illustrating a method for preventing cheating in a multiplayer game according to a second embodiment of the present invention;
FIG. 4 is a block diagram of a system for preventing cheating in a multiplayer game according to the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Example 1
The embodiment of the invention discloses a cheating prevention method applied to a multiplayer game, which specifically depends on game rules of the multiplayer game to evaluate and judge the corresponding relation of game data of any two game roles, and when the game data of any two game roles meet the game relation of the two corresponding game roles, the phenomenon of collusion cheating does not exist between the two game roles is judged, so that the condition of collusion cheating of players and cheating users in the multiplayer game can be accurately identified through the method provided by the embodiment of the invention.
Specifically, the correspondence between game data regarding a game character and a game relationship is:
one example is a three-player fighting game: in the game, two civilian game roles are in a mutual-aid relationship, and the two civilian game roles and a landowner game role are in a fighting relationship;
therefore, when the game is played, the two civilian game characters can play cards in a mutual aid manner according to the game rules; if one civilian game role can feed cards for another civilian game role, particularly, if the civilian game role B plays cards after the civilian game role A, the civilian game role A can play cards as small as possible regardless of the rule of 'playing the cards as soon as possible', so that the civilian game role B can be ensured to play cards effectively;
however, it is not possible to feed cards between the civilian game character and the landowner game character, and specifically, assuming that the landowner game character C plays cards after the civilian game character B, the civilian game character B should play cards according to a rule of "playing out its own cards as soon as possible", that is, it is impossible to feed cards for the landowner game character C regardless of the rule, and once game data indicating that the civilian game character B plays cards for the landowner game character C appears, it indicates that there is a possibility of communication cheating between the civilian game character B and the landowner game character C.
The second example is a four-player mahjong game:
in the game, the four game characters participating in the game are all in a match relationship, and in the game rules, the four game characters all comply with the rule of 'making own cards into cards as soon as possible', so that the four game characters can not feed cards against the rule when playing the cards.
First embodiment
Referring to fig. 1, a cheating prevention method applied to a multiplayer game is provided in the present embodiment, the method relates to a target multiplayer game, and at least one game room can be constructed in the target multiplayer game, and each game room at least includes three game characters;
specifically, as can be seen from the figure, the method comprises the following steps:
in any game room, acquiring first game data of a first game role and second game data of a second game role;
specifically, in this step, taking the proposed three-player-side game or four-player mahjong game as an example, the first game data is data of a first game character such as a deal, and the like, and the second game data is data of a second game character such as a deal, and the like. And regarding the first game role and the second game role, random selection is performed for any two game roles in the current game room, namely when the game role is selected, the game role is not influenced by the game position of the game role.
Identifying a game relationship between a first game role and a second game role, wherein the game relationship is formed by depending on a game rule of a target multiplayer game and comprises a mutual aid relationship and a fighting relationship;
judging whether the first game data and the second game data meet the game relationship, and marking the first game role and the second game role according to the judgment result;
wherein:
when the judgment result is satisfied, marking the first game role and the second game role as safe players;
and marking the first game role and the second game role as dangerous players when the judgment result is not satisfied.
Specifically, in practical application, all game roles in the game room are judged, identified and marked according to the principle; correspondingly, the embodiment of the invention can completely judge whether the situation of communication cheating exists between any two game roles in the game room.
In addition, referring to fig. 2, regarding the above-mentioned marks for the game characters, the security value corresponding to the marks is correspondingly set, and each of the game characters corresponds to one security value. Specifically, the security value includes a fixed base value and a variable additional value.
In this embodiment, after the marking of the game character is completed based on the setting of the security value, the method further includes the following steps:
when the game role is marked as a safe player, calculating the current safety value of the game role as T ═ T + 1;
when the game role is marked as a dangerous player, acquiring the dangerous marking times of the game role marked as the dangerous player in the second time;
judging whether the number of times of the danger marks exceeds a first threshold value; if yes, calculating the current security value of the game role as T ═ P; if not, calculating the current security value of the game role as T-1;
obtaining the current security value of the game role obtained by calculation;
judging whether the current safety value is smaller than a fixed basic value or not; if yes, forcing the game role to quit the target multiplayer game, and forbidding the game role to log in the target multiplayer game in the first time; otherwise, the game continues.
The following steps: t is the current security value after the game character is marked, T is the security value before the game character is marked, and P is the fixed base value of the security value.
The following steps: the second time is a time interval generated when the current safety values of two adjacent times in the same game role are both T ═ P.
The following steps: the first threshold value is preset by a game developer or a game operator, for example, the first threshold value is set to 5 times.
The following steps: the first time is preset by a game developer or a game operator, for example, the first time is set to 72 hours.
In the present embodiment, it is easy to explain:
assuming that the fixed base value of the security value is 10, that is, when any player registers the login target multiplayer game, the game system assigns a fixed base value P of 10 to the game character D corresponding to the player, where the fixed base value is 10, that is, the current security value of the newly registered and logged game character D in the current state; when the game role D plays a multiplayer chess game, the game relationship and the game data are compared, judged and marked:
when the game character D is marked as a safe player, the current security value of the game character D is T +1, 10+1, 11.
When the game character D is marked as a dangerous player, the number of times that the game character D is marked as a dangerous player is acquired to be 1, and 1 is less than 5 (a first threshold value), and then the current safety value of the game character D is calculated to be T-1-10-1-9; at this time, since T is 9 < P is 10, the game character D is forced to exit the target multiplayer game, and the game character D is prohibited from logging in the target multiplayer game in the first time; here, the first time is set to 72 hours, for example, which indicates that the game character D executes the prohibited game for 72 hours after being forcibly exited from the game, and within the 72 hours, the game character D cannot log in to the target multiplayer game.
Further, assuming that there is a game character E and the current security value of the game character E is 25, it is known that the variable added value of the game character E is 25-10-15 based on the fixed base value P being 10;
when the game character E is marked as a safe player after one game, the current security value of the game character E is T +1, 25+1, 26.
When the game character E is marked as a dangerous player after one game, the number of times that the game character E is marked as the dangerous player is acquired to be 6, and 6 is more than 5 (a first threshold value), and then the current safety value of the game character E is calculated to be T-P-10; based on the fact that the variable additional value of the game character E is set to zero, the penalty of marking dangerous players on the game character E for multiple times is taken, and therefore the strength of reminding the players of playing the game according to the rules is strengthened.
Second embodiment
Referring to fig. 3, a cheating prevention method applied to a multiplayer game is provided in the present embodiment, the method relates to a target multiplayer game, and at least one game room can be constructed in the target multiplayer game, and each game room at least includes three game characters;
specifically, as can be seen from the figure, the method comprises the following steps:
responding to a request of a game role for joining a game room, and acquiring a current security value of the game role;
judging whether the current safety value is smaller than a second threshold value or not; if yes, rejecting the join request of the game role; if not, the game role is agreed to join the request;
in any game room, acquiring first game data of a first game role and second game data of a second game role;
identifying a game relationship between a first game role and a second game role, wherein the game relationship is formed by depending on a game rule of a target multiplayer game and comprises a mutual aid relationship and a fighting relationship;
judging whether the first game data and the second game data meet the game relationship, and marking the first game role and the second game role according to the judgment result; wherein: when the judgment result is satisfied, marking the first game role and the second game role as safe players; when the judgment result is not satisfied, marking the first game role and the second game role as dangerous players;
when the game role is marked as a safe player, calculating the current safety value of the game role as T ═ T + 1;
when the game role is marked as a dangerous player, acquiring the dangerous marking times of the game role marked as the dangerous player in the second time;
judging whether the number of times of the danger marks exceeds a first threshold value; if yes, calculating the current security value of the game role as T ═ P; if not, calculating the current security value of the game role as T-1;
obtaining the current security value of the game role obtained by calculation;
judging whether the current safety value is smaller than a fixed basic value or not; if yes, forcing the game role to quit the target multiplayer game, and forbidding the game role to log in the target multiplayer game in the first time; otherwise, the game continues.
The second threshold is obtained based on a creator-defined preset of the game room.
Specifically, in the present embodiment, a game character in the multiplayer game is screened by presetting entry criteria of a game room, as compared with the first embodiment.
As will be readily explained, assuming that the game character F is a creator of a game room V, the game character F may preset a second threshold value, for example, 15, when creating the game room V, and thus, it can be understood that, in the course of subsequent games, only the game character having a current security value equal to or greater than 15 can play the game room V.
Example 2
In the present embodiment, please refer to fig. 4, which provides a cheat-prevention system applied in a multiplayer game, the system relates to a target multiplayer game, and at least one game room can be constructed in the target multiplayer game, each game room at least includes three game characters;
specifically, as can be seen from the figure, the system includes the following structure:
an obtaining module 10, configured to obtain, during running of a target multiplayer game, first game data of a first game character and second game data of a second game character from any game room;
an identification module 20, configured to identify a game relationship between a first game character and a second game character, where the game relationship is formed depending on a game rule of a target multiplayer game and includes a mutual aid relationship and a match relationship;
a judging module 30, configured to judge whether the first game data and the second game data satisfy a game relationship;
a marking module 40, configured to mark the first game character and the second game character according to the determination result of the determining module 30; and the tag is a safe player or a dangerous player.
In this embodiment, the system is implemented according to the method for preventing cheating in a multiplayer game as proposed in the first embodiment or the second embodiment of the above embodiment 1.
Example 3
In this embodiment, a game server is provided, which includes a processor and a storage, wherein the storage stores at least one executable code; at least one executable code is loaded and executed by the processor, and when being loaded and executed, the at least one executable code realizes the anti-cheating method applied to the multiplayer game, which is proposed by the first embodiment or the second embodiment in the above embodiment 1.
It is noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus.
Although embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that changes, modifications, substitutions and alterations can be made in these embodiments without departing from the principles and spirit of the invention, the scope of which is defined in the appended claims and their equivalents.

Claims (10)

1. A method for preventing cheating in a multiplayer game relates to a target multiplayer game, and at least one game room can be constructed in the target multiplayer game, and each game room at least comprises three game characters; the method comprises the following steps:
in any game room, acquiring first game data of a first game role and second game data of a second game role;
identifying a game relationship between the first game role and the second game role, wherein the game relationship is formed by depending on a game rule of the target multiplayer game and comprises a mutual aid relationship and a fighting relationship;
judging whether the first game data and the second game data meet the game relation or not, and marking a first game role and a second game role according to a judgment result;
wherein:
when the judgment result is satisfied, marking the first game role and the second game role as safe players;
and marking the first game role and the second game role as dangerous players when the judgment result is not satisfied.
2. The method of claim 1, wherein the method further comprises: and constructing a safety value of each game character, wherein the safety value comprises a fixed basic value and a variable additional value.
3. The method of claim 2, further comprising calculating a current security value of the game character after the marking of the game character, wherein the method comprises:
when the game character is marked as a safe player, T is T + 1;
when the game character is marked as a dangerous player, T-1;
wherein T is the current security value after the game character is marked, and T is the security value before the game character is marked.
4. The method of claim 3, further comprising, after calculating the current security value after obtaining the game character mark, the method of preventing cheating in a multiplayer game:
acquiring a current security value of the game role;
judging whether the current safety value is smaller than a fixed basic value or not;
if yes, forcing the game role to quit the target multiplayer game, and forbidding the game role to log in the target multiplayer game in the first time;
otherwise, the game continues.
5. The method of claim 2, further comprising, after marking the game character as a dangerous player:
acquiring danger marking times of the game character marked as dangerous players in a second time;
judging whether the danger marking times exceed a first threshold value or not;
if yes, calculating the current security value of the game role to be T ═ P; wherein T is the current security value after the game role is marked, and P is the fixed basic value of the security value;
if not, calculating the current security value of the game role as T-1; wherein T is the current security value after the game character is marked, and T is the security value before the game character is marked.
6. The method of claim 5, wherein the second time is: and in the same game role, the time interval is generated when the current safety value of two adjacent times is T ═ P.
7. The method of claim 1, further comprising, prior to obtaining the first game data and the second game data:
responding to a request of the game role for joining the game room, and acquiring the current security value of the game role;
judging whether the safety value is smaller than a second threshold value; if yes, rejecting the join request of the game role; and if not, the game role is approved to join the request.
8. The method of claim 7, wherein the second threshold is obtained based on a creator-defined preset of the game room.
9. A system for preventing cheating in a multiplayer game relates to a target multiplayer game, and at least one game room can be constructed in the target multiplayer game, and each game room at least comprises three game characters; the system comprises:
the acquisition module is used for acquiring first game data of a first game role and second game data of a second game role from any game room in the running process of the target multiplayer game;
the identification module is used for identifying the game relationship between the first game role and the second game role, the game relationship is formed by depending on the game rules of the target multiplayer game and comprises a mutual aid relationship and a fighting relationship;
the judging module is used for judging whether the first game data and the second game data meet the game relation;
the marking module is used for marking the first game role and the second game role according to the judgment result of the judgment module; and the tag is a safe player or a dangerous player.
10. A game server, characterized by: comprises a processor and a storage; the storage is stored with at least one executable code; the at least one executable code is loaded and executed by a processor, and when loaded and executed, implements the method of any of claims 1-8 for anti-cheating in a multiplayer game.
CN202010970762.XA 2020-09-15 2020-09-15 Method, system and server for preventing cheating in multiplayer game Pending CN112121425A (en)

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CN111035933A (en) * 2019-12-05 2020-04-21 腾讯科技(深圳)有限公司 Abnormal game detection method and device, electronic equipment and readable storage medium
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CN105435451A (en) * 2015-12-22 2016-03-30 网易(杭州)网络有限公司 Game cheating recognizing and processing method and device, system and server
CN110389945A (en) * 2019-06-05 2019-10-29 上海黑桃互动网络科技股份有限公司 A kind of game monitor system and monitoring method
CN110585723A (en) * 2019-09-27 2019-12-20 腾讯科技(深圳)有限公司 Cheating user detection method, device and equipment based on block chain and storage medium
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