CN116549968A - Game abnormal player identification method, device, electronic equipment and readable storage medium - Google Patents

Game abnormal player identification method, device, electronic equipment and readable storage medium Download PDF

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Publication number
CN116549968A
CN116549968A CN202310597890.8A CN202310597890A CN116549968A CN 116549968 A CN116549968 A CN 116549968A CN 202310597890 A CN202310597890 A CN 202310597890A CN 116549968 A CN116549968 A CN 116549968A
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China
Prior art keywords
game
player
target
behavior
players
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Chinese (zh)
Inventor
刘振华
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310597890.8A priority Critical patent/CN116549968A/en
Publication of CN116549968A publication Critical patent/CN116549968A/en
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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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • 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)
  • Pinball Game Machines (AREA)

Abstract

The application discloses a game abnormal player identification method, a device, an electronic device and a computer readable storage medium, wherein the game behavior association information of a plurality of game players participating in a target game in a historical time is acquired; determining at least one set of game synchronization information for each of the game players in the target game based on the game behavior association information for a plurality of the game players over the historical time, each set of game synchronization information including at least one suspected synchronization player for the game player, and a target number of times the game player and the suspected synchronization player agree with each other in game behavior association information at the same time; screening out abnormal target game synchronization information based on target times in the game synchronization information of different game players; based on the target game synchronization information, the suspected abnormal player in the target game is determined, so that the efficiency of searching for abnormal players possibly having cheating behaviors in the game can be improved.

Description

Game abnormal player identification method, device, electronic equipment and readable storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and apparatus for identifying abnormal players in a game, an electronic device, and a computer readable storage medium.
Background
Under the wave of the internet, the continuous development and evolution of hardware and software technology has promoted the advent of intelligent devices and software. Meanwhile, a large number of games with different materials are played to meet the demands of users, and with the explosion of various technologies in the game industry, the phenomenon of cheating in games also occurs, for example, some game operators control a plurality of game clients to send requests to a server simultaneously through some tools (such as synchronizers) under the condition of operating only one game client in order to reduce the operation cost, so that the synchronization effect of the plurality of game clients in the game is realized, and the fair competition among the game operators and the healthy development of the game industry are affected.
For the cheating phenomenon in the game industry, operators generally adopt two modes of manual monitoring or receiving and checking related personnel complaints to find out abnormal players possibly suffering from the cheating behavior in the game, but the efficiency of finding out the abnormal players possibly suffering from the cheating behavior in the game is lower because the manual searching mode needs to cost a great deal of labor cost and time cost.
Disclosure of Invention
The embodiment of the application provides a game abnormal player identification method, a game abnormal player identification device, electronic equipment and a computer readable storage medium, which can improve the efficiency of searching abnormal players possibly having cheating behaviors in a game.
In a first aspect, an embodiment of the present application provides a method for identifying abnormal players in a game, where the method includes:
acquiring game behavior association information of a plurality of game players participating in a target game in a historical time;
determining at least one set of game synchronization information for each of the game players in the target game based on the game behavior association information for a plurality of the game players over the historical time, each set of game synchronization information including at least one suspected synchronization player for the game player, and a target number of times the game player and the suspected synchronization player agree with each other in game behavior association information at the same time;
screening out abnormal target game synchronization information based on target times in the game synchronization information of different game players;
and determining suspected abnormal players in the target game based on the target game synchronization information.
In a second aspect, embodiments of the present application further provide a device for identifying abnormal players in a game, where the device includes:
The information acquisition module is used for acquiring game behavior association information of a plurality of game players participating in a target game in the historical time;
an information determining module configured to determine, based on the game behavior-related information of the plurality of game players in the history time, at least one set of game synchronization information of each of the game players in the target game, each set of game synchronization information including at least one suspected synchronization player of the game player, and a target number of times the game player and the suspected synchronization player agree with each other in the game behavior-related information at the same time;
the information screening module is used for screening out abnormal target game synchronous information based on the target times in the game synchronous information of different game players;
and the player determining module is used for determining suspected abnormal players in the target game based on the target game synchronous information.
In a third aspect, embodiments of the present application further provide an electronic device, including a memory storing a plurality of instructions; the processor loads instructions from the memory to perform any of the game abnormal player identification methods provided by the embodiments of the present application.
In a fourth aspect, embodiments of the present application further provide a computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform any of the methods for identifying abnormal players of a game provided by embodiments of the present application.
In this embodiment of the present invention, game behavior association information of a plurality of game players participating in a target game in a history time is acquired, so as to determine whether the game player is abnormal according to information of the game players participating in the target game, that is, based on the game behavior association information of the plurality of game players in the history time, at least one set of game synchronization information of each of the game players in the target game is determined, each set of game synchronization information includes at least one suspected synchronous player of the game player, and a target number of times the game player and the game behavior association information of the suspected synchronous player are consistent at the same time, so that a number of times of synchronization between the game player and the game player, that is, the target number of times, is obtained according to the target number of times in the game synchronization information of different game players, and then, based on the target number of times in the game synchronization information, abnormal target game synchronization information is screened out, so that a suspected game player in the target game is determined, that a suspected game player in the target game is abnormal, that a possible abnormal game behavior is found out, and the efficiency of the game player can be improved by the fact that the corresponding game player is a suspected game player is not found out based on the information of the game behavior.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic view of a game abnormal player identification method provided in an embodiment of the present application;
FIG. 2 is a flow chart of an embodiment of a method for identifying abnormal players in a game provided in an embodiment of the present application;
FIG. 3 is a schematic diagram of a game abnormal player identification device according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are only some, but not all, of the embodiments of the present application. All other embodiments, which can be made by those skilled in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application are explained.
Wherein in the description of embodiments of the present application, the terms "first," "second," and the like may be used herein to describe various concepts, but such concepts are not limited by these terms unless otherwise specified. These terms are only used to distinguish one concept from another. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The embodiment of the application provides a game abnormal player identification method, a game abnormal player identification device, electronic equipment and a computer readable storage medium. Specifically, the method for identifying abnormal game players in the embodiment of the application may be executed by an electronic device, where the electronic device may be a terminal or a server. The terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC, personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), and the like, and the terminal may further include a client, which may be a game application client, a browser client carrying a game program, or an instant messaging client, and the like. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (Content Delivery Network, CDN), basic cloud computing services such as big data and artificial intelligent platforms, and the like.
For example, as shown in fig. 1, the electronic device is illustrated by taking a terminal 10 as an example, and the terminal may acquire game behavior association information of a plurality of game players participating in a target game in a history time; determining at least one set of game synchronization information for each of the game players in the target game based on the game behavior association information for a plurality of the game players over the historical time, each set of game synchronization information including at least one suspected synchronization player for the game player, and a target number of times the game player and the suspected synchronization player agree with each other in game behavior association information at the same time; screening out abnormal target game synchronization information based on target times in the game synchronization information of different game players; and determining suspected abnormal players in the target game based on the target game synchronization information.
Based on the above problems, embodiments of the present application provide a method, an apparatus, an electronic device, and a computer readable storage medium for identifying abnormal players in a game, which can improve the efficiency of searching for abnormal players in the game that may have cheating behaviors.
The following detailed description is provided with reference to the accompanying drawings. The following description of the embodiments is not intended to limit the preferred embodiments. Although a logical order is depicted in the flowchart, in some cases the steps shown or described may be performed in an order different than depicted in the figures.
In this embodiment, a terminal is taken as an example for explanation, and this embodiment provides a method for identifying abnormal game players, as shown in fig. 2, the specific flow of the method for identifying abnormal game players may be as follows:
201. game behavior association information of a plurality of game players participating in a target game in a history time is acquired.
The game behavior association information is information corresponding to the game behavior executed in the target game, and the game behavior association information includes, but is not limited to, a game behavior association protocol, a game behavior identifier, a behavior participation time corresponding to each game behavior association protocol or game behavior identifier, and the like.
The game behavior association protocol is a protocol corresponding to a game behavior executed by a game player in a target game, and it can be understood that if the game behavior association protocols of two game players are consistent, the game behaviors of the two game players in the game are considered to be consistent. For example, in a farm dish-seeding game scenario, if two game players operate a game client to send dish-seeding requests to a server to have a consistent protocol, the two game players are considered to have a consistent game behavior in the farm dish-seeding game scenario; alternatively, in a weapon-making game scenario, two game players are considered to have identical game behavior in the weapon-making game scenario if they operate the protocol by which the game client makes a request to the server to make a weapon.
The game behavior identifier may be a behavior identifier corresponding to a game behavior of a game player executing a game in a target game, and it is understood that if the game behavior identifiers of two game players are identical, the game behaviors of the two game players in the game are considered to be identical.
The game behavior association protocol or the game behavior identification may be a game behavior of a game player in a target game.
In this embodiment, the terminal determines whether there is a cheating action in the current target game and which players the cheating action occurs by acquiring game action related information of a plurality of game players participating in the target game and specifying game actions among different game players based on the acquired information.
Specifically, the above-mentioned historical time may be set according to the user's requirement, which is not limited herein. The above-mentioned history time may be a preset history time, for example, calculated by a time period, and a preset time period before the current time is set as the history time, for example, within 1 second before the current time, within 1 minute before the current time, or within 30 minutes before the current time, etc.; or, the preset days before the present day are calculated by the days, the preset days before the present day are historical time, and the preset days before the present day are within 1 day; or, the preset month number before the current month is calculated by the month number, and the preset month number is the history time, such as within 1 month before the current month; or, the time before the current moment is directly set to be the historical time.
202. Determining at least one set of game synchronization information for each of the game players in the target game based on the game behavior association information for a plurality of the game players over the historical time, each set of game synchronization information including at least one suspected synchronization player for the game player, and a target number of times the game player and the suspected synchronization player match the game behavior association information at the same time.
In this embodiment, the terminal determines, according to the acquired game behavior association information of different game players, at least one game behavior of the different game players in the target game within a period of time, so as to obtain whether there is a possibility of a synchronization behavior between the different game players, that is, a situation that the game behaviors of at least two game players are identical at the same time, that is, it is considered that there is a possibility of a synchronization behavior between the at least two game players, that is, there is a possibility that a game operator simultaneously operates the at least two game players to perform corresponding operations through the synchronizer.
It will be appreciated that the terminal determines, by determining at least one set of game synchronization information corresponding to each game player, that other players, i.e., the above-mentioned suspected synchronous players, that have a synchronization action with the game player, and further introduces a target number of times, i.e., a number of times the game actions between the player and the suspected synchronous player agree, the target number of times being used to indicate a degree of synchronization between the game player and the suspected synchronous player, to further verify, based on the target number of times, whether the synchronization between the game player and the suspected synchronous player is a normal action in an occasional case or an abnormal action resulting in continuous synchronization due to the use of a specific tool, such as a synchronizer.
It will be appreciated that, since one player may control two or more players to perform the same operation in multiple game clients, each set of game synchronization information of the players includes at least one suspected synchronized player, that is, one or more suspected synchronized players synchronized with the players at the same time.
Specifically, the terminal may define a data structure mapping storing at least one set of game synchronization information for each of the above game players, as follows:
DECLARE_RUN_VAR(mpSuspectData,([]))
the mpSuspelectData is used for indicating and storing at least one group of game synchronization information corresponding to the game player.
For example, if the current game player user1 is set to have two suspected synchronized players user2 and user3, the target number between user1 and user2 is 1, and the target number between user1 and user3 is 4, then the data structure of the two sets of game synchronization information of the current game player user1 is (user 1 (user 2:1, user3: 4)).
In some embodiments, in order to increase the determination speed of determining the game synchronization information of the game player, the terminal may introduce a behavior data set corresponding to each game behavior, that is, sort the game behavior related information of the game player to store the sorted information in the behavior data set corresponding to the corresponding game behavior, so as to increase the speed of determining the game synchronization information of the game player based on the information in the behavior data set corresponding to each game behavior.
Specifically, the terminal may define a data structure mapping storing a behavior data set corresponding to each game behavior, as follows:
DECLARE_RUN_VAR(mpProt2Tmp,([]))
the mpProt2Tmp is used for indicating and storing behavior data sets corresponding to each game behavior, and the behavior data sets are equivalent to caching the execution conditions of players at different moments under the same game behavior.
Illustratively, if it is set that at the nth time, game player a and game player B simultaneously execute game action 1, and game player B and game player C simultaneously execute game action 2, then mpProt2Tmp is as follows:
(
game behavior 1: ((timestamp: N), (player: A, B))
Game behavior 2: ((timestamp: N), (player: B, C))
)
In the mpProt2Tmp, game behaviors are used as keys, each key corresponds to a nested map structure, at least one game player corresponding to the game behavior is executed at the same time in the structure, for example, the structure corresponding to the game behavior 1 comprises a game player A and a game player B at N time, and the structure corresponding to the game behavior 2 comprises a game player B and a game player C at N time.
Specifically, when the game behavior association information includes at least one game behavior association protocol and the behavior participation time corresponding to the at least one game behavior association protocol, the terminal may preset a behavior data set corresponding to each game behavior association protocol, where the behavior data set is used to store a game player who sends the corresponding game behavior association protocol at the same time, that is, the game behavior association information based on the plurality of game players in the history time, and determine at least one set of game synchronization information of each of the game players in the target game may include: based on game behavior association protocols of a plurality of game players and behavior participation moments corresponding to each game behavior association protocol, storing the plurality of game players in behavior data sets corresponding to the game behavior association protocols, wherein the behavior data sets comprise data subsets corresponding to the behavior participation moments, and the data subsets comprise the behavior participation moments and game players participating in the target game at the behavior participation moments.
It will be understood that if there are at least two game players stored in the data subsets, since the game behavior association protocols among the game players stored in each data subset are identical, and the behavior participation moments are identical, there is a synchronization behavior among the at least two game players, so that based on at least one data subset in the behavior data set corresponding to each game behavior association protocol, it is possible to clarify the at least two game players having synchronization behaviors corresponding to each data subset.
Illustratively, if it is set that at the nth time, game player a and game player B simultaneously transmit game behavior association protocol 1, and game player B and game player C simultaneously transmit game behavior association protocol 2, mpProt2Tmp is as follows:
(
game action association protocol 1: ((timestamp: N), (player: A, B))
Game action association protocol 2: ((timestamp: N), (player: B, C))
)
In the mpProt2Tmp, a game behavior association protocol is used as a key, each key corresponds to a nested map structure, at least one player corresponding to the game behavior association protocol is sent at the same time in the structure, for example, a player A and a player B at N time points are included in the structure corresponding to the game behavior association protocol 1, and a player B and a player C at N time points are included in the structure corresponding to the game behavior association protocol 2.
It will be appreciated that in this example, the mpProt2Tmp is used to store the protocol sending case of the game action association protocol at the same time, that is, the game action association protocol is sent to the server to execute a certain game action in the target game.
Specifically, when the game behavior association information includes at least one game behavior identifier and a behavior participation time corresponding to the at least one game behavior identifier, the terminal may preset a behavior data set corresponding to each game behavior identifier, where the behavior data set is used to store a game player who executes a game behavior corresponding to the game behavior identifier at the same time, that is, the game behavior association information based on the plurality of game players in the history time, and determine at least one set of game synchronization information of each of the game players in the target game may include: based on game behavior identifications of a plurality of game players and behavior participation moments corresponding to the game behavior identifications, storing the game players in behavior data sets corresponding to the game behavior identifications, wherein the behavior data sets comprise data subsets corresponding to the behavior participation moments, and the data subsets comprise the behavior participation moments and game players participating in the target game at the behavior participation moments.
It will be appreciated that if there are at least two game players stored in the data subsets, since the game behavior identifiers among the game players stored in each data subset are identical, and the behavior participation moments are identical, there is a synchronization behavior among the at least two game players, so that based on at least one data subset in the behavior data set corresponding to each game behavior identifier, it is possible to clarify the at least two game players having the synchronization behavior corresponding to each data subset.
Illustratively, if it is set that at the nth time, the game behavior simultaneously executed by game player a and game player B corresponds to game behavior identification 1, and the game behavior simultaneously executed by game player B and game player C corresponds to game behavior identification 2, mpProt2Tmp is as follows:
(
game behavior identification 1: ((timestamp: N), (player: A, B))
Game behavior identification 2: ((timestamp: N), (player: B, C))
)
In the mpProt2Tmp, game behavior identifiers are used as keys, each key corresponds to a nested map structure, at least one player executing the game behavior identifiers of the corresponding game behaviors at the same time in the structure, for example, the structure corresponding to the game behavior identifier 1 comprises a player A and a player B at N time, and the structure corresponding to the game behavior identifier 2 comprises a player B and a player C at N time. It will be appreciated that in this example, the mpProt2Tmp described above is used to store player executions of the same game activity at the same time.
Accordingly, after determining the behavior data set, the terminal may determine at least one set of game synchronization information of each of the game players in the target game based on the behavior data set corresponding to each game behavior association protocol; alternatively, the terminal may determine at least one set of game synchronization information for each of the game players in the target game based on a behavior data set corresponding to each game behavior identification.
In some embodiments, since the game behavior association protocols are consistent among game players stored in each data subset of the behavior data sets, and the behavior participation moments are also consistent, determining at least one set of game synchronization information of each of the game players in the target game based on the behavior data sets corresponding to the respective game behavior association protocols may include: and determining other game players which are in the same data subset with the game player as suspected synchronous players of the game player based on the action data sets corresponding to the game action association protocols. And determining the same set times of the game player and the suspected synchronous player in the same data subset, namely the number of the same data subset, and determining the same set times as the target times. Finally, the game synchronization information of the game player is determined based on the suspected synchronized player of the game player and the number of targets between the game player and the suspected synchronized player.
In some embodiments, since the game behavior identifiers are consistent among game players stored in each of the data subsets in the behavior data set, and the behavior participation moments are also consistent, determining at least one set of game synchronization information of each of the game players in the target game based on the behavior data set corresponding to each of the game behavior identifiers may include: and determining other game players in the same data subset with the game player as suspected synchronous players of the game player based on the behavior data set corresponding to each game behavior identifier. And determining the same set times of the game player and the suspected synchronous player in the same data subset, namely the number of the same data subset, and determining the same set times as the target times. Finally, the game synchronization information of the game player is determined based on the suspected synchronized player of the game player and the number of targets between the game player and the suspected synchronized player.
In some embodiments, the terminal may preset a suspected abnormal protocol, where the suspected abnormal protocol is a protocol corresponding to a game behavior frequently executed by the synchronizer, so as to process and determine only relevant information of the game player under the suspected abnormal protocol, so as to save server examples and reduce corresponding consumption.
Specifically, before storing the plurality of game players in the behavior data sets corresponding to the respective game behavior association protocols based on the game behavior association protocols of the plurality of game players and the behavior participation time corresponding to each game behavior association protocol, the method may further include: and eliminating game behavior association protocols which do not accord with preset suspected abnormal protocols in the game behavior association information based on the game behavior association information of a plurality of game players in the historical time.
For example, a structure for storing the suspected abnormal protocol may be preset, so as to obtain the suspected abnormal protocol from the preset structure, to compare the game behavior association protocol appearing in the game behavior association information, so as to reject the game behavior association protocol that does not conform to the suspected abnormal protocol in the game behavior association information.
For example, the structure for storing the suspected abnormal protocol is as follows:
the information stored in the PROT2INT () is used to indicate a suspected abnormal protocol.
In some embodiments, when the game behavior association information of the plurality of game players is integrated into a behavior data set corresponding to each game behavior and stored in the mpProt2Tmp, the terminal may reject or filter a map structure corresponding to a game behavior association protocol that does not conform to a suspected abnormal protocol in the mpProt2 Tmp.
Or, before generating the behavior data set corresponding to each game behavior, the terminal eliminates or filters the game behavior association protocol which does not accord with the suspected abnormal protocol in the game behavior association information so as to directly generate the behavior data set corresponding to the game behavior association protocol which accords with the suspected abnormal protocol in the mpProt2 Tmp.
Or, in the process of generating the action data set corresponding to each game action, the terminal introduces a comparison link in the process of traversing the game action association protocol in the game action association information, namely, after traversing to a game action association protocol, comparing the currently traversed game action association protocol with the suspected abnormal protocol, if the currently traversed game action association protocol does not accord with the suspected abnormal protocol, skipping the currently traversed game action association protocol, continuing traversing the next game action association protocol in the game action association information until traversing the game action association protocol in the game action association information is completed, so as to generate the action data set corresponding to the game action association protocol conforming to the suspected abnormal protocol in mpProt2 Tmp.
In some embodiments, the terminal may preset a suspected abnormal identifier, where the suspected abnormal identifier is an identifier corresponding to a game behavior frequently executed by the synchronizer, so as to process and determine only relevant information of the game player under the suspected abnormal identifier, so as to save a server computing example and reduce corresponding consumption.
Specifically, before storing the plurality of game players in the behavior data sets corresponding to the respective game behavior identifications based on the game behavior identifications of the plurality of game players and the behavior participation time corresponding to each game behavior identification, the method may further include: and eliminating game behavior identifications which do not accord with preset suspected abnormal identifications in the game behavior related information based on the game behavior related information of a plurality of game players in the historical time.
In some embodiments, after determining at least one set of game synchronization information of each of the game players in the target game, information previously counted for obtaining the at least one set of game synchronization information of each of the game players may be emptied, for example, information in a behavior data set corresponding to each of the game behavior association protocols, so that when the determination of new game synchronization information is continued based on a new time period, the terminal may continue to update the relevant information obtained again to the emptied behavior data set.
203. And screening out abnormal target game synchronous information based on the target times in the game synchronous information of different game players.
It will be appreciated that in some cases, although there is a synchronization between players, it may be an occasional case, so in order to further accurately confirm that the synchronization between players is abnormal, it may be a cheating action that may cause unfair competition. In this embodiment, the terminal screens out abnormal target game synchronization information based on the number of targets corresponding between different game players and suspected synchronous players. For example, if there is a high number of targets between a game player and its suspected synchronized player, indicating that a synchronizer may be used between the two, this results in a high degree of association between the two.
In some embodiments, since the abnormal behavior of the synchronizer is to control multiple players simultaneously, in order to improve the computing efficiency, the terminal may select only the game player with the highest suspicion from the game players, so as to determine the target game synchronization information with the abnormality based on the game player with the highest suspicion.
Specifically, the screening the abnormal target game synchronization information based on the target times in the game synchronization information of different game players may include: determining a target game player to which the game synchronization information which is larger than a preset frequency threshold value and has the largest target frequency based on the target frequency in the game synchronization information of different game players; determining an information screening value corresponding to the maximum target times of the target game player; and screening out game synchronization information with the target times larger than or equal to the information screening value from at least one group of game synchronization information of the target game player as the target game synchronization information, so as to filter out sporadic synchronization of the game player with the highest suspicion and other suspected synchronous players through the information screening value, thereby avoiding misjudgment.
Specifically, the terminal may determine the target game player, i.e., the game player with the highest suspicion, by determining the maximum target number of times and comparing the target number of times with a preset number of times threshold. The frequency threshold may be set according to the requirement, and is not limited herein.
Wherein the terminal defines a code for determining the maximum target number of times as follows:
DECLARE_RUN_VAR(iMaxSuspect,0)
wherein, the iMaxSuspect is used for indicating the maximum target times.
The terminal defines a code for determining the target game player as follows:
DECLARE_RUN_VAR(iFirstSuspect,0)
wherein the iFirstSuspect is used for indicating a target game player.
For example, if game player a and game player B are set to simultaneously transmit game action association protocol 1, and game player B and game player C are set to simultaneously transmit game action association protocol 2, game action association protocol 3, game action association protocol 4, game action association protocol 5, and game action association protocol 6, then the game synchronization information corresponding to each player is (a (B: 1)); (B: 1, C: 5)); (C (B: 5)) and a preset number of times threshold value of 4.
Based on the setting, the terminal may determine that the target number of times is the largest, and the target game player greater than the threshold value of the preset number of times is the game player B or the game player C, the terminal may adopt a first-traversal-first-determination principle, if the terminal first traverses to the game player B, the target game player is the game player B, and if the terminal first traverses to the game player C, the target game player is the game player C.
The first traversal first determination principle may include: the terminal acquires the current target frequency in the game synchronization information of the current game player to be compared, if the current target frequency is larger than a preset frequency threshold value and the current target frequency is larger than the recorded maximum target frequency, the current target frequency is updated to the maximum target frequency, and if the current target frequency is smaller than or equal to the preset frequency threshold value, no modification is made to the recorded maximum target frequency.
Specifically, the determining the information filtering value corresponding to the maximum target number of times of the target game player may include: the terminal may construct a mapping curve in advance, where one axis of the mapping curve is a target number of times, and the other axis is an information filtering value, so that an information filtering value corresponding to the maximum target number of times of the target game player may be determined based on the mapping curve.
Specifically, the determining the information filtering value corresponding to the maximum target number of times of the target game player may include: the terminal may construct a filter coefficient in advance, so as to calculate a product of the maximum target number of times of the target game player and the filter coefficient, so as to obtain an information filter value corresponding to the maximum target number of times of the target game player. The screening coefficient may be set according to the need, and is not limited thereto, and may be, for example, 0.5 or 0.75.
For example, since player B is screened out of the game players not targeted based on the above example, at least one set of game synchronization information of player B is screened, i.e., (B: 1, C: 5)), and if the screening coefficient of the determined information screening value is set to 0.5, the targeted game synchronization information is (B: 5) because 1<5×0.5.
In some embodiments, the terminal may further determine, based on a comparison threshold, target game synchronization information in which abnormality exists, that is, determine, based on a target number of times in the game synchronization information of different game players, game synchronization information in which the target number of times is greater than the comparison threshold, and determine, as the target game synchronization information, game synchronization information in which the target number of times is greater than the comparison threshold.
The comparison threshold may be a preset value. The terminal may further determine a maximum target number of times based on the target number of times in the game synchronization information of different game players, and if the maximum target number of times is greater than a preset number of times threshold, determine an information filtering value corresponding to the maximum target number of times as the comparison threshold.
In some embodiments, since the game synchronization information corresponding to each of the two game players that perform the synchronization is repeated, when the terminal determines that there is abnormal target game synchronization information based on the comparison threshold, the terminal further needs to determine whether at least two game players corresponding to the target game synchronization information have been recorded, if not, determine to record the target game synchronization information, and if not, do not record the target game synchronization information.
204. And determining suspected abnormal players in the target game based on the target game synchronization information.
In this embodiment, after the terminal screens the target game synchronization information, a suspected abnormal player associated with the target game synchronization information may be determined based on the target game synchronization information, where the suspected abnormal player is a game player suspected of having a cheating behavior in the target game, and the cheating behavior may be a game player that uses the synchronizer to perform a control.
In some embodiments, after determining the suspected abnormal player, the terminal may report the suspected abnormal player, and the terminal may further empty the container for storing the game synchronization information, so as to continuously generate new game synchronization information in subsequent processing.
In some embodiments, the determining the suspected abnormal player in the target game based on the target game synchronization information may include: and determining a game player to which the target game synchronization information belongs and a suspected synchronization player included in the target game synchronization information as a suspected abnormal player in the target game.
In some embodiments, in order to more accurately determine a game abnormal player having abnormal behavior in the target game, after determining the suspected abnormal player, the terminal may introduce a determination of an IP address, that is, the determining the suspected abnormal player in the target game based on the target game synchronization information may include: acquiring a first IP address of a game player to which the target game synchronization information belongs and a second IP address of a suspected synchronization player contained in the target game synchronization information, comparing the first IP address with the second IP address, and if the first IP address and the second IP address are identical, determining the game player to which the target game synchronization information belongs and the suspected synchronization player contained in the target game synchronization information as a suspected abnormal player in the target game; if the first IP address and the second IP address are not consistent, the target game is considered to have no suspected abnormal player.
It will be appreciated that, in the above example of screening the game synchronization information of the target game player, the target game player uses the information screening value to screen at least two sets of game synchronization information of the target game player when at least two sets of game synchronization information exist, so if the target game player only exists one set of game synchronization information, the information screening value cannot be used to screen and confirm the game synchronization information of the target game player, so the terminal can use the IP address determination method introduced in the embodiment to more accurately determine whether the suspected abnormal player exists.
It can be seen from the above that, the game behavior related information of a plurality of game players participating in a target game in a history time is obtained, so that whether the game player has an anomaly is determined by the information of the game players participating in the target game, that is, based on the game behavior related information of a plurality of game players in the history time, at least one group of game synchronization information of each of the game players in the target game is determined, each group of game synchronization information comprises at least one suspected synchronous player of the game players, and the target times of the game players, which are consistent with the game behavior related information of the suspected synchronous players at the same time, are obtained by the game synchronization information, that is, the target times are obtained by the game players, and then the target game synchronization information is screened out based on the target times of the game players in the game synchronization information of different game players, so that the times between the game players corresponding to the game synchronization information are determined to have the anomaly based on the target game synchronization information, that the suspected game players in the target game players can be found out, that the game players can be found out that the game behaviors in the game players have the anomaly, and the game can be clearly found out based on the game performance information of the game players.
In order to better implement the above method, the embodiment of the application also provides a game abnormal player identification device, which can be specifically integrated in an electronic device, for example, a computer device, and the computer device can be a terminal, a server or the like.
The terminal can be a mobile phone, a tablet personal computer, an intelligent Bluetooth device, a notebook computer, a personal computer and other devices; the server may be a single server or a server cluster composed of a plurality of servers.
For example, in this embodiment, a method of this application will be described in detail by taking a specific integration of a game abnormal player identification device into a terminal as an example, and this embodiment provides a game abnormal player identification device, as shown in fig. 3, which may include:
an information acquisition module 301, configured to acquire game behavior association information of a plurality of game players participating in a target game in a history time;
an information determining module 302, configured to determine, based on the game behavior related information of a plurality of the game players in the historical time, at least one set of game synchronization information of each of the game players in the target game, where each set of game synchronization information includes at least one suspected synchronization player of the game player, and a target number of times that the game player and the suspected synchronization player match the game behavior related information at the same time;
An information screening module 303, configured to screen out abnormal target game synchronization information based on the number of target times in the game synchronization information of different game players;
the player determination module 304 is configured to determine a suspected abnormal player in the target game based on the target game synchronization information.
In some embodiments, the game behavior association information includes at least one game behavior association protocol, and the behavior participation time corresponding to the at least one game behavior association protocol is specifically configured to:
based on game behavior association protocols of a plurality of game players and behavior participation moments corresponding to each game behavior association protocol, storing the plurality of game players in behavior data sets corresponding to the game behavior association protocols, wherein the behavior data sets comprise data subsets corresponding to the behavior participation moments, and the data subsets comprise the behavior participation moments and game players participating in the target game at the behavior participation moments;
and determining at least one group of game synchronization information of each game player in the target game based on the behavior data set corresponding to each game behavior association protocol.
In some embodiments, the information determining module 302 is specifically configured to:
based on the behavior data sets corresponding to the game behavior association protocols, determining other game players in the same data subset with the game player as suspected synchronous players of the game player;
determining the same set times of the game player and the suspected synchronous player in the same data subset, and determining the same set times as the target times;
the game synchronization information of the game player is determined based on the suspected synchronous player of the game player and the number of targets between the game player and the suspected synchronous player.
In some embodiments, the abnormal game player identification device further includes a culling module, where the culling module is specifically configured to:
and eliminating game behavior association protocols which do not accord with preset suspected abnormal protocols in the game behavior association information based on the game behavior association information of a plurality of game players in the historical time.
In some embodiments, the information filtering module 303 is specifically configured to:
determining a target game player to which the game synchronization information which is larger than a preset frequency threshold value and has the largest target frequency based on the target frequency in the game synchronization information of different game players;
Determining an information screening value corresponding to the maximum target times of the target game player;
and screening out game synchronous information with the target times larger than or equal to the information screening value from at least one group of game synchronous information of the target game player as the target game synchronous information.
In some embodiments, the player determination module 304 is specifically configured to:
and determining a game player to which the target game synchronization information belongs and a suspected synchronization player included in the target game synchronization information as a suspected abnormal player in the target game.
In some embodiments, the player determination module 304 is specifically configured to:
acquiring a first IP address of a game player to which the target game synchronization information belongs and a second IP address of a suspected synchronous player contained in the target game synchronization information;
and if the first IP address and the second IP address are identical, determining the game player to which the target game synchronization information belongs and the suspected synchronous player contained in the target game synchronization information as suspected abnormal players in the target game.
As can be seen from the foregoing, the game abnormal player identification device of the present embodiment obtains, through the information obtaining module 301, game behavior association information of a plurality of game players participating in a target game in a history time, so as to determine whether the game player is abnormal based on the information of the game players participating in the game, that is, based on the target times in the game synchronization information of the plurality of game players in the history time, through the information determining module 302, at least one set of game synchronization information of each of the target game players is determined, each set of game synchronization information includes at least one suspected synchronization player of the game player, and the target times of the game players consistent with the game behavior association information of the game player at the same time, so that the number of times of synchronization between the game player and the game player, that is, the target times, can be obtained through the game synchronization information, and the information screening module 303 screens out the target game synchronization information of the presence of the abnormality, so as to determine the number of times of existence of the abnormal game players among the game players, that the game players corresponding to be found based on the target game synchronization information, that can be clearly found based on the information of the target game player, and the occurrence of the target game player can be clearly screened.
Correspondingly, the embodiment of the application also provides electronic equipment, which can be a terminal, and the terminal can be terminal equipment such as a smart phone, a tablet personal computer, a notebook computer, a touch screen, a game machine, a personal computer (PC, personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and the like. As shown in fig. 4, fig. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present application. The electronic device 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer readable storage media, and a computer program stored on the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. It will be appreciated by those skilled in the art that the electronic device structure shown in the figures is not limiting of the electronic device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
The processor 401 is a control center of the electronic device 400, connects various parts of the entire electronic device 400 using various interfaces and lines, and performs various functions of the electronic device 400 and processes data by running or loading software programs and/or modules stored in the memory 402, and calling data stored in the memory 402, thereby performing overall monitoring of the electronic device 400.
In the embodiment of the present application, the processor 401 in the electronic device 400 loads the instructions corresponding to the processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 executes the application programs stored in the memory 402, so as to implement various functions:
acquiring game behavior association information of a plurality of game players participating in a target game in a historical time;
determining at least one set of game synchronization information for each of the game players in the target game based on the game behavior association information for a plurality of the game players over the historical time, each set of game synchronization information including at least one suspected synchronization player for the game player, and a target number of times the game player and the suspected synchronization player agree with each other in game behavior association information at the same time;
screening out abnormal target game synchronization information based on target times in the game synchronization information of different game players;
and determining suspected abnormal players in the target game based on the target game synchronization information.
In some embodiments, the game behavior association information includes at least one game behavior association protocol, and the at least one game behavior association protocol corresponds to a behavior participation time, and the determining at least one set of game synchronization information of each of the game players in the target game based on the game behavior association information of the plurality of game players in the history time includes:
Based on game behavior association protocols of a plurality of game players and behavior participation moments corresponding to each game behavior association protocol, storing the plurality of game players in behavior data sets corresponding to the game behavior association protocols, wherein the behavior data sets comprise data subsets corresponding to the behavior participation moments, and the data subsets comprise the behavior participation moments and game players participating in the target game at the behavior participation moments;
and determining at least one group of game synchronization information of each game player in the target game based on the behavior data set corresponding to each game behavior association protocol.
In some embodiments, determining at least one set of game synchronization information for each of the game players in the target game based on the behavior data sets corresponding to the respective game behavior association protocols includes:
based on the behavior data sets corresponding to the game behavior association protocols, determining other game players in the same data subset with the game player as suspected synchronous players of the game player;
determining the same set times of the game player and the suspected synchronous player in the same data subset, and determining the same set times as the target times;
The game synchronization information of the game player is determined based on the suspected synchronous player of the game player and the number of targets between the game player and the suspected synchronous player.
In some embodiments, before storing the plurality of game players in the behavior data sets corresponding to the respective game behavior association protocols based on the game behavior association protocols of the plurality of game players and the behavior participation time corresponding to each game behavior association protocol, the method further includes:
and eliminating game behavior association protocols which do not accord with preset suspected abnormal protocols in the game behavior association information based on the game behavior association information of a plurality of game players in the historical time.
In some embodiments, the screening the abnormal target game synchronization information based on the target times in the game synchronization information of different game players includes:
determining a target game player to which the game synchronization information which is larger than a preset frequency threshold value and has the largest target frequency based on the target frequency in the game synchronization information of different game players;
determining an information screening value corresponding to the maximum target times of the target game player;
And screening out game synchronous information with the target times larger than or equal to the information screening value from at least one group of game synchronous information of the target game player as the target game synchronous information.
In some embodiments, the determining a suspected abnormal player in the target game based on the target game synchronization information includes:
and determining a game player to which the target game synchronization information belongs and a suspected synchronization player included in the target game synchronization information as a suspected abnormal player in the target game.
In some embodiments, the determining a suspected abnormal player in the target game based on the target game synchronization information includes:
acquiring a first IP address of a game player to which the target game synchronization information belongs and a second IP address of a suspected synchronous player contained in the target game synchronization information;
and if the first IP address and the second IP address are identical, determining the game player to which the target game synchronization information belongs and the suspected synchronous player contained in the target game synchronization information as suspected abnormal players in the target game.
Thus, the electronic device 400 provided in this embodiment may have the following technical effects: the efficiency of searching for abnormal players in the game, who may have cheating behaviors, is improved.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 4, the electronic device 400 further includes: a touch display 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch display 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407, respectively. Those skilled in the art will appreciate that the electronic device structure shown in fig. 4 is not limiting of the electronic device and may include more or fewer components than shown, or may combine certain components, or may be arranged in different components.
The touch display 403 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 403 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of the electronic device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends the touch point coordinates to the processor 401, and can receive and execute commands sent from the processor 401. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 401 to determine the type of touch event, and the processor 401 then provides a corresponding visual output on the display panel in accordance with the type of touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 403 to implement the input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch-sensitive display 403 may also implement an input function as part of the input unit 406.
The radio frequency circuitry 404 may be used to transceive radio frequency signals to establish wireless communication with a network device or other electronic device via wireless communication.
The audio circuitry 405 may be used to provide an audio interface between a user and an electronic device through a speaker, microphone. The audio circuit 405 may transmit the received electrical signal after audio data conversion to a speaker, where the electrical signal is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 405 and converted into audio data, which are processed by the audio data output processor 401 and sent via the radio frequency circuit 404 to e.g. another electronic device, or which are output to the memory 402 for further processing. The audio circuit 405 may also include an ear bud jack to provide communication of the peripheral headphones with the electronic device.
The input unit 406 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 407 is used to power the various components of the electronic device 400. Alternatively, the power supply 407 may be logically connected to the processor 401 through a power management system, so as to implement functions of managing charging, discharging, and power consumption management through the power management system. The power supply 407 may also include one or more of any of a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 4, the electronic device 400 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a computer readable storage medium having stored therein a plurality of computer programs that can be loaded by a processor to perform any of the game abnormal player identification methods provided by embodiments of the present application. For example, the computer program may perform the steps of:
Acquiring game behavior association information of a plurality of game players participating in a target game in a historical time;
determining at least one set of game synchronization information for each of the game players in the target game based on the game behavior association information for a plurality of the game players over the historical time, each set of game synchronization information including at least one suspected synchronization player for the game player, and a target number of times the game player and the suspected synchronization player agree with each other in game behavior association information at the same time;
screening out abnormal target game synchronization information based on target times in the game synchronization information of different game players;
and determining suspected abnormal players in the target game based on the target game synchronization information.
In some embodiments, the game behavior association information includes at least one game behavior association protocol, and the at least one game behavior association protocol corresponds to a behavior participation time, and the determining at least one set of game synchronization information of each of the game players in the target game based on the game behavior association information of the plurality of game players in the history time includes:
Based on game behavior association protocols of a plurality of game players and behavior participation moments corresponding to each game behavior association protocol, storing the plurality of game players in behavior data sets corresponding to the game behavior association protocols, wherein the behavior data sets comprise data subsets corresponding to the behavior participation moments, and the data subsets comprise the behavior participation moments and game players participating in the target game at the behavior participation moments;
and determining at least one group of game synchronization information of each game player in the target game based on the behavior data set corresponding to each game behavior association protocol.
In some embodiments, determining at least one set of game synchronization information for each of the game players in the target game based on the behavior data sets corresponding to the respective game behavior association protocols includes:
based on the behavior data sets corresponding to the game behavior association protocols, determining other game players in the same data subset with the game player as suspected synchronous players of the game player;
determining the same set times of the game player and the suspected synchronous player in the same data subset, and determining the same set times as the target times;
The game synchronization information of the game player is determined based on the suspected synchronous player of the game player and the number of targets between the game player and the suspected synchronous player.
In some embodiments, before storing the plurality of game players in the behavior data sets corresponding to the respective game behavior association protocols based on the game behavior association protocols of the plurality of game players and the behavior participation time corresponding to each game behavior association protocol, the method further includes:
and eliminating game behavior association protocols which do not accord with preset suspected abnormal protocols in the game behavior association information based on the game behavior association information of a plurality of game players in the historical time.
In some embodiments, the screening the abnormal target game synchronization information based on the target times in the game synchronization information of different game players includes:
determining a target game player to which the game synchronization information which is larger than a preset frequency threshold value and has the largest target frequency based on the target frequency in the game synchronization information of different game players;
determining an information screening value corresponding to the maximum target times of the target game player;
And screening out game synchronous information with the target times larger than or equal to the information screening value from at least one group of game synchronous information of the target game player as the target game synchronous information.
In some embodiments, the determining a suspected abnormal player in the target game based on the target game synchronization information includes:
and determining a game player to which the target game synchronization information belongs and a suspected synchronization player included in the target game synchronization information as a suspected abnormal player in the target game.
In some embodiments, the determining a suspected abnormal player in the target game based on the target game synchronization information includes:
acquiring a first IP address of a game player to which the target game synchronization information belongs and a second IP address of a suspected synchronous player contained in the target game synchronization information;
and if the first IP address and the second IP address are identical, determining the game player to which the target game synchronization information belongs and the suspected synchronous player contained in the target game synchronization information as suspected abnormal players in the target game.
It can be seen that the computer program can be loaded by the processor to execute any of the abnormal game player identification methods provided in the embodiments of the present application, so as to bring about the following technical effects: the efficiency of searching for abnormal players in the game, who may have cheating behaviors, is improved.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the computer-readable storage medium may comprise: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
Because the computer program stored in the computer readable storage medium can execute any of the abnormal game player identification methods provided in the embodiments of the present application, the beneficial effects that any of the abnormal game player identification methods provided in the embodiments of the present application can be achieved, and detailed descriptions of the previous embodiments are omitted herein.
The above describes in detail a method, apparatus, electronic device and computer readable storage medium for identifying abnormal players in a game provided in the embodiments of the present application, and specific examples are applied herein to illustrate the principles and embodiments of the present application, where the above description of the embodiments is only for helping to understand the method and core ideas of the present application; meanwhile, those skilled in the art will have variations in the specific embodiments and application scope in light of the ideas of the present application, and the present description should not be construed as limiting the present application in view of the above.

Claims (10)

1. A method for identifying abnormal players in a game, the method comprising:
acquiring game behavior association information of a plurality of game players participating in a target game in a historical time;
determining at least one set of game synchronization information for each of the game players in the target game based on the game behavior association information for a plurality of the game players over the historical time, each set of the game synchronization information including at least one suspected synchronization player for the game player, and a target number of times the game player and the suspected synchronization player agree with the game behavior association information at the same time;
screening out abnormal target game synchronization information based on target times in the game synchronization information of different game players;
and determining suspected abnormal players in the target game based on the target game synchronization information.
2. The method for identifying a game abnormal player according to claim 1, wherein said game behavior association information includes at least one game behavior association protocol, and at least one game behavior association protocol corresponds to each of the game behavior participation moments, said determining at least one set of game synchronization information for each of said game players in said target game based on said game behavior association information of a plurality of said game players in said history time, comprising:
Based on game behavior association protocols of a plurality of game players and behavior participation moments corresponding to each game behavior association protocol, respectively storing the plurality of game players in behavior data sets corresponding to each game behavior association protocol, wherein the behavior data sets comprise data subsets corresponding to the behavior participation moments, and the data subsets comprise the behavior participation moments and game players participating in the target game under the behavior participation moments;
and determining at least one group of game synchronization information of each game player in the target game based on the behavior data set corresponding to each game behavior association protocol.
3. The game abnormal player identification method of claim 2, wherein said determining at least one set of game synchronization information for each of said game players in said target game based on a behavior data set corresponding to each game behavior association protocol comprises:
based on the behavior data set corresponding to each game behavior association protocol, determining other game players in the same data subset with the game player as suspected synchronous players of the game player;
determining the same set times of the game player and the suspected synchronous player in the same data subset, and determining the same set times as the target times;
The game synchronization information of the game player is determined based on the suspected synchronized player of the game player and the number of targets between the game player and the suspected synchronized player.
4. The game abnormal player identification method according to claim 2, wherein before storing the plurality of game players in the respective behavior data sets corresponding to the respective game behavior association protocols based on the game behavior association protocols of the plurality of game players and the behavior participation time corresponding to each game behavior association protocol, further comprising:
and eliminating game behavior association protocols which are not in accordance with a preset suspected abnormal protocol in the game behavior association information based on the game behavior association information of a plurality of game players in the historical time.
5. The game abnormal player identification method as in claim 1, wherein said screening out target game synchronization information for which an abnormality exists based on a number of targets in said game synchronization information of different said game players comprises:
determining a target game player to which the game synchronization information which is larger than a preset frequency threshold value belongs, wherein the target frequency is the largest based on the target frequency in the game synchronization information of different game players;
Determining an information screening value corresponding to the maximum target times of the target game player;
and screening out game synchronous information with the target times larger than or equal to the information screening value from at least one group of game synchronous information of the target game player as the target game synchronous information.
6. A game abnormal player identification method according to any one of claims 1 to 5, wherein said determining a suspected abnormal player in said target game based on said target game synchronization information comprises:
and determining the game player to which the target game synchronization information belongs and the suspected synchronous player contained in the target game synchronization information as the suspected abnormal player in the target game.
7. A game abnormal player identification method according to any one of claims 1 to 5, wherein said determining a suspected abnormal player in said target game based on said target game synchronization information comprises:
acquiring a first IP address of a game player to which the target game synchronization information belongs and a second IP address of a suspected synchronous player contained in the target game synchronization information;
and if the first IP address is consistent with the second IP address, determining the game player to which the target game synchronization information belongs and the suspected synchronous player contained in the target game synchronization information as the suspected abnormal player in the target game.
8. A game abnormal player identification device, said device comprising:
the information acquisition module is used for acquiring game behavior association information of a plurality of game players participating in a target game in the historical time;
an information determining module, configured to determine, based on the game behavior association information of a plurality of the game players in the history time, at least one set of game synchronization information of each of the game players in the target game, each set of the game synchronization information including at least one suspected synchronization player of the game player, and a target number of times the game player and the game behavior association information of the suspected synchronization player agree at the same time;
the information screening module is used for screening out abnormal target game synchronous information based on the target times in the game synchronous information of different game players;
and the player determining module is used for determining suspected abnormal players in the target game based on the target game synchronous information.
9. An electronic device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the method of game abnormal player identification as recited in any one of claims 1 to 7.
10. A computer readable storage medium having stored thereon a plurality of instructions adapted to be loaded by a processor to perform the method of identifying a game abnormal player of any one of claims 1 to 7.
CN202310597890.8A 2023-05-24 2023-05-24 Game abnormal player identification method, device, electronic equipment and readable storage medium Pending CN116549968A (en)

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