CN113058269A - Remote tamper-proof identification and anti-cheating detection method for chess game equipment - Google Patents

Remote tamper-proof identification and anti-cheating detection method for chess game equipment Download PDF

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Publication number
CN113058269A
CN113058269A CN202110351559.9A CN202110351559A CN113058269A CN 113058269 A CN113058269 A CN 113058269A CN 202110351559 A CN202110351559 A CN 202110351559A CN 113058269 A CN113058269 A CN 113058269A
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data interaction
player
data
terminal
sending
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覃松
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Chongqing 5a Technology Co ltd
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Chongqing 5a 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
    • A63F13/85Providing additional services to players

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

Abstract

The invention relates to the technical field of data processing, in particular to a remote tamper-proof identification and cheat-proof detection method for chess and card game equipment, which comprises the following steps: establishing association between a player end of the common game and the same data acquisition end; when the player terminal establishes association with the data acquisition terminal, the player terminal acquires and loads a terminal program; the player end and the data interaction end establish association, and data interaction is carried out between the player ends through the data interaction end; when the player end is associated with the data interaction end, the data interaction end positions the player end; the data interaction end detects data interaction information of the player end, and when the data interaction of the player end connected with the same data acquisition end is detected, a prompt is sent to the corresponding player end. By adopting the scheme, cheating behaviors of game players in the game process under the detection line can be detected, and the original terminal program of the player terminal is covered by reloading the terminal program, so that the situation that the terminal program of the player terminal is rewritten is avoided.

Description

Remote tamper-proof identification and anti-cheating detection method for chess game equipment
Technical Field
The invention relates to the technical field of data processing, in particular to a remote tamper-proof identification and cheat-proof detection method for chess and card game equipment.
Background
Chess and card games have the advantages of intelligence development, stress relief and the like, so the chess and card games are popular among people in the current society, and a part of people are in love with the online chess and card games, because the online chess and card games are more focused on face-to-face and human-to-human communication, and the emotional communication between people is promoted while the games are played.
With the development of science and technology, online chess playing games are more intelligent, complex game processes are simplified, and experience of game players is improved, such as automatic card stacking and automatic settlement in mahjong games, and automatic card dealing in poker games. In order to realize the automatic settlement of offline games, the scheme adopted at present is as follows: and arranging a data collector, wherein the data collector is associated with a player terminal carried by a game player. The method comprises the steps of continuously collecting table conditions in the game process through a data collector, analyzing game events and game objects according to the collected table conditions, wherein the game events and the game objects are stroke cards in a mahjong game, the game events obtained through analysis are open strokes, and the corresponding game objects are stroke players and stroke card players. When the game is finished, counting all analysis results in the game process to obtain the game result, and sending the game result to the associated player terminal by the data collector or informing the game result by adopting the modes of projection, broadcast and the like to realize the automatic settlement of the online game.
However, in the online game, players of the common game can communicate with each other through the instant messaging software, and the conditions of mutual notification of the chess and cards in each other or the deal of the card are given out may occur, so that the fairness of the game is damaged.
Disclosure of Invention
The invention aims to provide a remote tamper-proof identification and cheat-proof detection method for chess and card game equipment, which aims to solve the technical problem that cheating behaviors of game players in the process of detecting off-line games cannot be detected in the prior art.
The present invention provides the following basic scheme:
the remote tamper-proof identification and cheat-proof detection method for the chess and card game equipment comprises the following steps:
establishing association between a player end of the common game and the same data acquisition end;
the player end and the data interaction end establish association, and data interaction is carried out between the player ends through the data interaction end;
the data interaction end detects data interaction information of the player end and judges whether the player end connected with the same data acquisition end is detected to perform data interaction;
and when detecting that the player terminals connected with the same data acquisition terminal carry out data interaction, sending a prompt to the corresponding player terminals.
The beneficial effects of the basic scheme are as follows: the association between the data acquisition end and the player end is established, so that the corresponding information, such as game results, preferential activities, public service advertisements and the like, can be conveniently pushed to the player end, and meanwhile, the game data acquired by the data acquisition end can be sent to the player end for the player end to check and learn.
And establishing association between the player end and the data interaction end, wherein the data interaction end is used for the player end to carry out data interaction, and during data interaction, detecting data interaction information and judging whether the player end connected with the same data acquisition end is detected to carry out data interaction. And establishing association, simultaneously soliciting permission of a player end, and detecting data interaction information under the condition of obtaining the permission. During detection, the content related to the data interaction information is not detected, namely, the information sent by the player is not detected, and the detection is carried out through the information required by the transmission of the data interaction information.
When detecting that the player terminals connected with the same data acquisition terminal carry out data interaction, the game players representing the common game communicate through the instant messaging software. The player ends connected with the same data acquisition end are player ends used by game players of the common game, for example, a mahjong game, and the game players of the common game are game players on the same mahjong table. Since online game books are communicated face to face, but game players of the common game communicate through the player end, the game players are very likely to report chess and cards in hands of each other or trade amount cards, i.e. cheating behaviors can exist, and therefore a prompt is sent to the corresponding player end. By adopting the method of sending out the reminding, when the cheating behavior exists in the game player, the game player is prompted to give up the cheating behavior through the reminding, and meanwhile, the game player is prompted to concentrate on the attention in the game through the reminding.
By adopting the scheme, the data interaction information of the player end used by the game players in the game place is detected, so that whether cheating behaviors occur in the game players playing the common game is judged, and the cheating behaviors are timely reminded to ensure the fairness of the game.
Further, the following contents are included:
when the player terminal and the data acquisition terminal are associated, the player terminal acquires the terminal program and loads the terminal program.
Has the advantages that: the player terminal is an intelligent device used by a game player, and the terminal program is terminal software for realizing corresponding functions of establishing association with the data acquisition terminal, transmitting data and the like. Therefore, when the player terminal and the data acquisition terminal are associated with each other, the reloaded terminal program covers the original terminal program of the player terminal, so that the situation that the terminal program of the player terminal is rewritten can be avoided. Meanwhile, when the terminal program is upgraded, the reloaded terminal program is the upgraded terminal program, so that a game player can experience new functions at the first time, and the experience of the game player is improved.
Further, the following contents are included:
when the player terminal acquires the terminal program and loads the terminal program, if the terminal program cannot be loaded or the loading fails, the association between the player terminal and the data acquisition terminal is cancelled.
Has the advantages that: and when the memory of the player end is insufficient or the rewritten terminal program of the player end cannot be covered, namely the player end cannot be loaded or the loading fails, canceling the association between the player end and the data acquisition end. After the association is established between the player end and the data acquisition end, the interaction of the game data can be carried out in the game process, so that the association with the data acquisition end can not be carried out aiming at the player end which possibly has the condition that the terminal program is rewritten in order to avoid the leakage of the game data and ensure the privacy and the fairness of the game player.
Further, when the player end and the data interaction end are associated, the data interaction end positions the player end.
Has the advantages that: and positioning the player end, and acquiring the position of the game player by acquiring the position of the player end.
Further, when the player end and the data interaction end are associated, the user identification of the player end is obtained, and the user identification of the player end of the common game is associated and stored;
the data interaction end detects data interaction information of the player end, and judges whether the player end connected with the same data acquisition end is detected to perform data interaction, wherein the data interaction method specifically comprises the following steps:
the data interaction terminal receives data interaction information sent by the player terminal, wherein the data interaction information comprises a sending identifier and a receiving identifier;
analyzing whether the sending identification and the receiving identification are associated or not according to the sending identification, the receiving identification and the recorded user identification;
and when the sending identification is associated with the receiving identification, judging that the player terminals connected with the same data acquisition terminal carry out data interaction.
Has the advantages that: the user identification is the unique identification of each game player, the game players of the common game are associated, and the associated game players have interest relations. And detecting the data interaction information, wherein the data interaction information needs to be transmitted to a designated person, so that the sender and the receiver of the data interaction information are represented by the sending identifier and the receiving identifier, and the data interaction information is transmitted. And judging whether the sending identification and the receiving identification related to the data interaction information are recorded and associated user identifications, if so, representing that game players of the common game perform data interaction. Whether the game players of the common game communicate in the game process is judged through the sending identification, the receiving identification and the recorded user identification, so that whether cheating behaviors exist in the game players of the common game is judged.
Further, the data interaction end detects data interaction information of the player end, and judges whether the player end connected with the same data acquisition end performs data interaction, and the method specifically includes the following steps:
the data interaction end receives data interaction information A sent by the player end;
generating a sending data volume according to the data interaction information A, acquiring sending time, and storing the sending data volume and the sending time in an associated manner;
the data interaction terminal sends data interaction information A to a communication server;
the data interaction end receives data interaction information B sent by the communication server;
generating a receiving data volume according to the data interaction information B, and acquiring receiving time;
judging whether the data interaction information A and the data interaction information B are the same data interaction information or not according to the sending data volume, the sending time, the receiving data volume and the receiving time;
and when the data interaction information A and the data interaction information B are the same data interaction information, judging that the player end connected with the same data acquisition end carries out data interaction.
Has the advantages that: and meanwhile, due to the timeliness of the instant messaging software communication, whether the data interaction information A and the data interaction information B are the same data interaction information is judged based on the data amount and the corresponding time of the data interaction information A and the data interaction information B, so that whether the game players of the common game communicate in the game process is judged, and whether cheating behaviors exist in the game players of the common game is further judged.
Further, whether the data interaction information a and the data interaction information B are the same data interaction information is judged according to the sending data volume, the sending time, the receiving data volume and the receiving time, and the method specifically includes the following steps:
when the receiving time is acquired, calculating the time difference between the stored sending time and the receiving time, and judging whether the time difference is smaller than a preset time threshold value or not;
when the time difference is smaller than the time threshold, calculating a data difference corresponding to the sending data volume and the receiving data volume, and judging whether the data difference is not larger than a preset data threshold;
and when the data difference is not greater than the data threshold, judging that the data interaction information A and the data interaction information B are the same data interaction information.
Has the advantages that: and a secondary judgment mode is adopted, wherein the first-stage judgment judges whether the difference between the receiving time and the sending time of the data interaction information A and the data interaction information B is small based on the timeliness of the instant messaging software communication, and the second-stage judgment judges whether the difference between the data quantity of the sending data quantity and the data quantity of the receiving data quantity is small based on the condition that the data quantity reflects the data interaction content. And judging whether the data interaction information A and the data interaction information B are the same data interaction information by adopting a secondary judgment mode, so that the accuracy of the judgment result is improved, and the judgment accuracy of the cheating behavior is improved.
Further, whether the data interaction information a and the data interaction information B are the same data interaction information is judged according to the sending data volume, the sending time, the receiving data volume and the receiving time, and the method specifically includes the following steps:
acquiring the current time in real time, calculating the time difference between the current time and the stored sending time, and judging whether the time difference is greater than a preset time threshold value or not;
when the time difference is larger than the time threshold, deleting the corresponding sending time and the sending data volume stored in association;
when the received data volume is generated, calculating the data difference between the stored sending data volume and the stored receiving data volume, and judging whether the data difference is not greater than a preset data threshold value or not;
and when the data difference is not greater than the data threshold, judging that the data interaction information A and the data interaction information B are the same data interaction information.
Has the advantages that: and deleting the stored sending time according to the current time, and only keeping the sending data quantity with shorter interval with the current time so as to reduce the stored information. Meanwhile, when the data difference between the sending data volume and the receiving data volume is calculated, the quantity of the sending data volume required to be calculated is reduced, and the data processing speed is improved.
Further, the player terminal comprises a player terminal and a non-player terminal, and the following contents are also included:
the data interaction end detects data interaction information of the player end and judges whether data interaction between the player terminal and a non-player terminal is detected;
and when the data interaction terminal detects that the player terminal and the non-player terminal perform data interaction, sending a prompt to the corresponding player terminal and the non-player terminal.
Has the advantages that: the player terminal is a player terminal which is associated with both the data acquisition terminal and the data interaction terminal, and the non-player terminal is a player terminal which is associated with the data interaction terminal, namely the non-player terminal is not associated with the data acquisition terminal. In addition to the game player, the game field of the offline game also has watching non-game players, and for the condition that the non-game player and the game player mutually report the chess and cards in the hands of each other or deal with the cards through instant messaging software, the data interaction between the player terminal and the non-player terminal is detected, and a prompt is sent when the cheating behavior is detected.
Further, the following contents are included:
when the player end is associated with the data interaction end, the data interaction end positions the player end, and positioning information of the player end is obtained and stored;
when the data interaction terminal detects that the data interaction is carried out between the player terminal and the non-player terminal, the positioning information corresponding to the player terminal and the non-player terminal is obtained, and whether the distance between the player terminal and the non-player terminal is smaller than a preset distance threshold value or not is analyzed according to the positioning information;
and when the distance between the player terminal and the non-player terminal is smaller than the distance threshold value, sending out a prompt to the corresponding player terminal and the non-player terminal.
Has the advantages that: the method comprises the steps of detecting data interaction based on data interaction information of a player terminal and a non-player terminal, and analyzing whether the non-player can check game information of other players playing with the game player or not by combining positioning information of the game player and the non-player terminal when detecting that the player terminal and the non-player terminal perform data interaction, so as to judge whether cheating behaviors are possible to occur between the game player and the non-player, and further improve accuracy of detecting the cheating behaviors.
Drawings
Fig. 1 is a flowchart of a remote tamper-proof identification and cheat-proof detection method of a chess and card game device according to a first embodiment of the invention.
Detailed Description
The following is further detailed by way of specific embodiments:
example one
The remote tamper-proof identification and cheat-proof detection method for the chess and card game equipment is shown in the attached figure 1 and comprises the following contents:
s1: the player end of the common game is associated with the same data acquisition end. The player end is an intelligent device used by a game player, and in the embodiment, the player end is a mobile phone. The player end of the common game is the player end used by the game players participating in the same game, taking the mahjong game as an example, one mahjong game needs four game players, the four game players are the game players of the common game, and the used player end is the player end of the common game.
In this embodiment, the data acquisition end has a unique identifier, and the player end establishes association with the data acquisition end by scanning the unique identifier, for example, scanning a two-dimensional code.
S2: when the player terminal and the data acquisition terminal are associated, the player terminal acquires the terminal program and loads the terminal program. And when the player terminal acquires the terminal program and loads the terminal program, acquiring a loading result, wherein the loading result comprises successful loading, unavailable loading and failed loading, and when the loading result is unavailable loading or failed loading, canceling the association between the player terminal and the data acquisition terminal.
The terminal program is terminal software for realizing corresponding functions of establishing association with the data acquisition terminal, transmitting data and the like. When the player terminal is associated with the data acquisition terminal, the terminal program is reloaded to cover the original terminal program of the player terminal, so that the situation that the terminal program of the player terminal is rewritten is avoided.
And when the memory of the player end is insufficient or the rewritten terminal program of the player end cannot be covered, namely the player end cannot be loaded or the loading fails, canceling the association between the player end and the data acquisition end. For a player terminal, which may have a terminal program rewritten, the data acquisition terminal cannot be associated with the player terminal.
S3: the player terminals establish association with the data interaction terminals, and data interaction is performed between the player terminals through the data interaction terminals, wherein the data interaction is performed between the player terminals through the data interaction terminals, and the data interaction method specifically comprises the following steps:
the player side acquires the data interaction information A and sends the data interaction information A to the data interaction side;
the data interaction end receives the data interaction information A and sends the data interaction information A to a communication server of the instant messaging software;
and the data interaction end receives the data interaction information B sent by the communication server and sends the data interaction information B to the player end.
S4: when the player end is associated with the data interaction end, the data interaction end positions the player end. In this embodiment, the data interaction end is a WIFI device, the data interaction end is connected with the player end through WIFI, and the player end is positioned through WIFI, and the WIFI positioning is the prior art, and therefore the description is omitted. In other embodiments, the data interaction end is integrated with the data acquisition end.
S5: and the data interaction end detects the data interaction information of the player end and judges whether the player end connected with the same data acquisition end performs data interaction. In this embodiment, the data interaction information is detected by using the prior art, so as to know whether the player terminals of the data interaction are the player terminals of the same data acquisition terminal. For example, the two parties cooperate with a developer of instant messaging software to acquire data interaction information, so that whether a player end connected with the same data acquisition end performs data interaction or not is judged, namely whether game players of a common game perform online communication or not is judged.
S6: and when detecting that the player terminals connected with the same data acquisition terminal carry out data interaction, sending a prompt to the corresponding player terminals.
Since online game books are communicated face to face, but game players of the common game communicate through the player end, the game players are very likely to report chess and cards in hands of each other or trade amount cards, i.e. cheating behaviors can exist, and therefore a prompt is sent to the corresponding player end.
By adopting the scheme, the data interaction information of the player end used by the game players in the game place is detected, so that whether cheating behaviors occur in the game players playing the common game is judged, and the cheating behaviors are timely reminded to ensure the fairness of the game.
Example two
The difference between the present embodiment and the first embodiment is: step S5: and the data interaction end detects the data interaction information of the player end and judges whether the player end connected with the same data acquisition end performs data interaction. The method specifically comprises the following two modes:
the first method is as follows:
step S3 further includes the steps of:
when the player end is associated with the data interaction end, the user identification of the player end is obtained, and the user identification of the player end of the common game is associated and stored.
The user identification is the unique identification of each game player, and the game players of the common game are associated by associating the user identifications.
Step S5: the method specifically comprises the following steps:
s501: and the data interaction terminal receives data interaction information sent by the player terminal, wherein the data interaction information comprises a sending identifier, a receiving identifier and interaction information. And the sending identification is the user identification of the game player sending the interactive information, and the receiving player is the user identification of the game player receiving the interactive information. The sending identification and the receiving identification are obtained by analyzing the data interaction information by adopting the existing analysis software, and can also cooperate with a developer of instant messaging software, only the interaction information is encrypted during data interaction, and the sending identification and the receiving identification adopt plaintext.
S502: and analyzing whether the sending identifier and the receiving identifier are associated or not according to the sending identifier, the receiving identifier and the recorded user identifier. The method specifically comprises the following steps: and calling the recorded user identification, matching according to the sending identification, the receiving identification and the user identification, judging whether the matching item of the sending identification and the matching item of the receiving identification are associated or not when the sending identification and the user identification have a matching item and the receiving identification has a matching item, and judging that the sending identification and the receiving identification are associated when the two matching items are associated.
S503: and when the sending identification is associated with the receiving identification, judging that the player terminals connected with the same data acquisition terminal carry out data interaction.
The second method comprises the following steps:
step S5: the method specifically comprises the following steps:
s501: and the data interaction terminal receives the data interaction information A sent by the player terminal.
S502: and generating a sending data volume according to the data interaction information A, acquiring sending time, and storing the sending data volume and the sending time in a correlation manner. The sending data volume reflects the data size of the data interaction information A, and the sending time is the time for receiving the data interaction information A.
S503: and the data interaction end sends the data interaction information A to a communication server, and the communication server is used by the instant communication software.
S504: and the data interaction end receives data interaction information B sent by the communication server.
S505: and generating a received data volume according to the data interaction information B, and acquiring receiving time. The received data volume reflects the data size of the data interaction information B, and the receiving time is the time for receiving the data interaction information B.
S506: and judging whether the data interaction information A and the data interaction information B are the same data interaction information or not according to the sending data volume, the sending time, the receiving data volume and the receiving time.
In this embodiment, step S506 specifically includes: and acquiring the current time in real time, calculating the time difference between the current time and the stored sending time, and judging whether the time difference is greater than a preset time threshold value.
And when the time difference is larger than the time threshold, deleting the corresponding sending time and the sending data quantity stored in association.
And when the received data volume is generated, calculating the data difference between the stored sending data volume and the stored receiving data volume, and judging whether the data difference is not larger than a preset data threshold value or not.
And when the data difference is not greater than the data threshold, namely the sending data volume is the same as the receiving data volume, judging that the data interaction information A and the data interaction information B are the same data interaction information.
In other embodiments, step S506 specifically includes:
and when the receiving time is acquired, calculating the time difference between the stored sending time and the receiving time, and judging whether the time difference is smaller than a preset time threshold value.
And when the time difference is smaller than the time threshold, calculating the data difference corresponding to the sending data volume and the receiving data volume, and judging whether the data difference is not larger than a preset data threshold.
And when the data difference is not greater than the data threshold, judging that the data interaction information A and the data interaction information B are the same data interaction information.
The time threshold is determined according to the data transmission speed of the data interaction end, if the data transmission speed is high, the time threshold is short, otherwise, the time threshold is long. The data threshold is determined according to the error between the generated sending data volume and the received data volume, the smaller the error between the sending data volume and the real data volume of the data interaction information A, the smaller the data threshold, otherwise, the larger the data threshold. In this embodiment, the time threshold is 5 seconds, and the data threshold is 0, that is, it is determined whether the transmission data amount and the reception data amount are the same.
S507: and when the data interaction information A and the data interaction information B are the same data interaction information, judging that the player end connected with the same data acquisition end carries out data interaction.
In this embodiment, the step S5 adopts the first method. And meanwhile, due to the timeliness of the instant messaging software communication, whether the data interaction information A and the data interaction information B are the same data interaction information is judged based on the data amount and the corresponding time of the data interaction information A and the data interaction information B, so that whether the game players of the common game communicate in the game process is judged, and whether cheating behaviors exist in the game players of the common game is further judged.
EXAMPLE III
The difference between the present embodiment and the first embodiment is: the behavior of the game player and the non-game player is detected, and the condition that the game player and the non-game player possibly have cheating behaviors is reduced.
The player terminal comprises a player terminal and a non-player terminal, the player terminal is the player terminal which is associated with both the data acquisition terminal and the data interaction terminal, and the non-player terminal is the player terminal which is associated with the data interaction terminal, namely the non-player terminal is not associated with the data acquisition terminal.
Step S4 also includes the following: when the player end is associated with the data interaction end, the data interaction end positions the player end, and positioning information of the player end is obtained and stored. The positioning information is coordinate information of the player terminal and the non-player terminal in the game place, and reflects the positions of the game player and the non-game player.
Step S5 also includes the following: and the data interaction terminal detects the data interaction information of the player terminal and judges whether the data interaction between the player terminal and the non-player terminal is detected.
Step S6 also includes the following: when the data interaction terminal detects that the data interaction is carried out between the player terminal and the non-player terminal, the positioning information corresponding to the player terminal and the non-player terminal is obtained, and whether the distance between the player terminal and the non-player terminal is smaller than a preset distance threshold value or not is analyzed according to the positioning information; and when the distance between the player terminal and the non-player terminal is smaller than the distance threshold value, sending out a prompt to the corresponding player terminal and the non-player terminal. Wherein, whether the distance between the player terminal and the non-player terminal is smaller than a preset distance threshold value is analyzed according to the positioning information, and the method specifically comprises the following steps:
and calculating the terminal distance between the player terminal and the non-player terminal according to the positioning information of the player terminal and the non-player terminal, and judging whether the terminal distance is smaller than a preset distance threshold value. The distance threshold is used to determine whether or not a non-game player using a non-player terminal can view game information of another player who plays a game together with a game player using a player terminal, and in the present embodiment, the distance threshold is 5 meters.
In addition to game players, watching non-game players in a game field of an offline game, and possibly informing chess and cards in hands of each other or dealing with a deal through instant messaging software between the non-game players and the game players, therefore, the data interaction between a player terminal and a non-player terminal is detected, and whether the non-game players can check the game information of other players playing with the game players is analyzed by combining the positioning information of the game players and the non-game players, so that whether cheating behaviors possibly occur between the game players and the non-game players is judged, the accuracy of cheating behavior detection is further improved, the game players are timely reminded, and the fairness of the game is ensured.
The foregoing is merely an example of the present invention, and common general knowledge in the field of known specific structures and characteristics is not described herein in any greater extent than that known in the art at the filing date or prior to the priority date of the application, so that those skilled in the art can now appreciate that all of the above-described techniques in this field and have the ability to apply routine experimentation before this date can be combined with one or more of the present teachings to complete and implement the present invention, and that certain typical known structures or known methods do not pose any impediments to the implementation of the present invention by those skilled in the art. It should be noted that, for those skilled in the art, without departing from the structure of the present invention, several changes and modifications can be made, which should also be regarded as the protection scope of the present invention, and these will not affect the effect of the implementation of the present invention and the practicability of the patent. The scope of the claims of the present application shall be determined by the contents of the claims, and the description of the embodiments and the like in the specification shall be used to explain the contents of the claims.

Claims (10)

1. The chess game equipment remote tamper-proof identification and cheat-proof detection method is characterized by comprising the following steps: the method comprises the following steps:
establishing association between a player end of the common game and the same data acquisition end;
the player end and the data interaction end establish association, and data interaction is carried out between the player ends through the data interaction end;
the data interaction end detects data interaction information of the player end and judges whether the player end connected with the same data acquisition end is detected to perform data interaction;
and when detecting that the player terminals connected with the same data acquisition terminal carry out data interaction, sending a prompt to the corresponding player terminals.
2. The remote tamper-proof identification and cheat-proof detection method for chess and card game equipment according to claim 1, wherein the method comprises the following steps: the method also comprises the following steps:
when the player terminal and the data acquisition terminal are associated, the player terminal acquires the terminal program and loads the terminal program.
3. The remote tamper-proof identification and cheat-proof detection method for a board game device of claim 2, wherein: the method also comprises the following steps:
when the player terminal acquires the terminal program and loads the terminal program, if the terminal program cannot be loaded or the loading fails, the association between the player terminal and the data acquisition terminal is cancelled.
4. The remote tamper-proof identification and cheat-proof detection method for chess and card game equipment according to claim 1, wherein the method comprises the following steps: when the player end is associated with the data interaction end, the data interaction end positions the player end.
5. The remote tamper-proof identification and cheat-proof detection method for chess and card game equipment according to claim 1, wherein the method comprises the following steps: when the player end is associated with the data interaction end, acquiring a user identifier of the player end, associating the user identifiers of the player ends of the common game and storing the user identifiers;
the data interaction end detects data interaction information of the player end, and judges whether the player end connected with the same data acquisition end is detected to perform data interaction, wherein the data interaction method specifically comprises the following steps:
the data interaction terminal receives data interaction information sent by the player terminal, wherein the data interaction information comprises a sending identifier and a receiving identifier;
analyzing whether the sending identification and the receiving identification are associated or not according to the sending identification, the receiving identification and the recorded user identification;
and when the sending identification is associated with the receiving identification, judging that the player terminals connected with the same data acquisition terminal carry out data interaction.
6. The remote tamper-proof identification and cheat-proof detection method for chess and card game equipment according to claim 1, wherein the method comprises the following steps: the data interaction end detects data interaction information of the player end, and judges whether the player end connected with the same data acquisition end is detected to perform data interaction, wherein the data interaction method specifically comprises the following steps:
the data interaction end receives data interaction information A sent by the player end;
generating a sending data volume according to the data interaction information A, acquiring sending time, and storing the sending data volume and the sending time in an associated manner;
the data interaction terminal sends data interaction information A to a communication server;
the data interaction end receives data interaction information B sent by the communication server;
generating a receiving data volume according to the data interaction information B, and acquiring receiving time;
judging whether the data interaction information A and the data interaction information B are the same data interaction information or not according to the sending data volume, the sending time, the receiving data volume and the receiving time;
and when the data interaction information A and the data interaction information B are the same data interaction information, judging that the player end connected with the same data acquisition end carries out data interaction.
7. The remote tamper-proof identification and cheat-proof detection method for chess and card game equipment according to claim 6, wherein the method comprises the following steps: judging whether the data interaction information A and the data interaction information B are the same data interaction information according to the sending data volume, the sending time, the receiving data volume and the receiving time, wherein the method specifically comprises the following steps:
when the receiving time is acquired, calculating the time difference between the stored sending time and the receiving time, and judging whether the time difference is smaller than a preset time threshold value or not;
when the time difference is smaller than the time threshold, calculating a data difference corresponding to the sending data volume and the receiving data volume, and judging whether the data difference is not larger than a preset data threshold;
and when the data difference is not greater than the data threshold, judging that the data interaction information A and the data interaction information B are the same data interaction information.
8. The remote tamper-proof identification and cheat-proof detection method for chess and card game equipment according to claim 6, wherein the method comprises the following steps: judging whether the data interaction information A and the data interaction information B are the same data interaction information according to the sending data volume, the sending time, the receiving data volume and the receiving time, wherein the method specifically comprises the following steps:
acquiring the current time in real time, calculating the time difference between the current time and the stored sending time, and judging whether the time difference is greater than a preset time threshold value or not;
when the time difference is larger than the time threshold, deleting the corresponding sending time and the sending data volume stored in association;
when the received data volume is generated, calculating the data difference between the stored sending data volume and the stored receiving data volume, and judging whether the data difference is not greater than a preset data threshold value or not;
and when the data difference is not greater than the data threshold, judging that the data interaction information A and the data interaction information B are the same data interaction information.
9. The remote tamper-proof identification and cheat-proof detection method for chess and card game equipment according to claim 1, wherein the method comprises the following steps: the player terminal comprises a player terminal and a non-player terminal, and further comprises the following contents:
the data interaction end detects data interaction information of the player end and judges whether data interaction between the player terminal and a non-player terminal is detected;
and when the data interaction terminal detects that the player terminal and the non-player terminal perform data interaction, sending a prompt to the corresponding player terminal and the non-player terminal.
10. The remote tamper-evident and cheat-proof detection method for a board game device of claim 9, wherein: the method also comprises the following steps:
when the player end is associated with the data interaction end, the data interaction end positions the player end, and positioning information of the player end is obtained and stored;
when the data interaction terminal detects that the data interaction is carried out between the player terminal and the non-player terminal, the positioning information corresponding to the player terminal and the non-player terminal is obtained, and whether the distance between the player terminal and the non-player terminal is smaller than a preset distance threshold value or not is analyzed according to the positioning information;
and when the distance between the player terminal and the non-player terminal is smaller than the distance threshold value, sending out a prompt to the corresponding player terminal and the non-player terminal.
CN202110351559.9A 2021-03-31 2021-03-31 Remote tamper-proof identification and anti-cheating detection method for chess game equipment Pending CN113058269A (en)

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