JP5877845B2 - ゲームにおけるラグスイッチのチートの検出 - Google Patents
ゲームにおけるラグスイッチのチートの検出 Download PDFInfo
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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- A—HUMAN NECESSITIES
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/34—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
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- A63F2300/534—Features 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 details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
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- A63F2300/535—Features 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 details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
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- A—HUMAN NECESSITIES
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
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- H—ELECTRICITY
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- H04L63/04—Network architectures or network communication protocols for network security for providing a confidential data exchange among entities communicating through data packet networks
- H04L63/0428—Network architectures or network communication protocols for network security for providing a confidential data exchange among entities communicating through data packet networks wherein the data content is protected, e.g. by encrypting or encapsulating the payload
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Description
Claims (13)
- ゲームネットワーク中のラグスイッチのチートを検出する方法であって、
前記ゲームネットワーク中の1以上のクライアントからデータパケットを前記ゲームネットワークに関連付けられたサーバにおいて受信するステップとを含み、
前記データパケットは、前記ゲームネットワークに通信可能に接続されているネットワークインタフェースで前記サーバにおいて受信され、シーケンス番号(sequence number)またはタイムスタンプの少なくともひとつを含むトラッキングデータを有し、
前記方法はさらに、
メモリに格納された監視モジュールをプロセッサが実行することによって前記1以上のクライアントから受信した前記トラッキングデータを前記サーバにおいて監視するステップと、
前記ゲームネットワークのパラメータを考慮に入れて、前記1以上のクライアントに関連づけられた受信されたデータパケットのトラッキングデータ間の差分における変化に対してチートとみなされる兆候を評価するための1以上の所定の閾値を特定するステップと、
前記1以上のクライアントに関連づけられたデータパケットのトラッキングデータ間の差分に変化があるかを前記サーバにおいて決定するステップと、
前記サーバのメモリに格納された解析エンジンによって、決定した前記1以上のクライアントに関連づけられたデータパケットのトラッキングデータ間の差分の変化が、チートとみなされる兆候を構成するか否かを前記サーバにおいて評価するステップとを含み、
前記評価するステップは、決定した前記差分の変化が前記1以上の所定の閾値を超えているとき、決定した前記差分の変化はチートとみなされる兆候を構成すると評価することを特徴とする方法。 - 前記所定の閾値を超えている兆候を含む監視されたデータパケットを送信するクライアントに関連する少なくとも一人のユーザを特定するステップをさらに含むことを特徴とする請求項1に記載の方法。
- 前記監視されたデータパケットを送信しているクライアントがチート行為を疑われていることを示す情報を前記ゲームネットワークを通して送信するステップをさらに含み、
前記情報は、前記ゲームネットワークに通信可能に接続されているネットワークインタフェースを経由して送信されることを特徴とする請求項2に記載の方法。 - 前記所定の閾値を超えている兆候を含む監視されたデータパケットを送信するクライアントに関連する少なくとも一人のユーザにペナルティを科すステップをさらに含むことを特徴とする請求項1に記載の方法。
- 前記シーケンス番号は暗号化されていることを特徴とする請求項1に記載の方法。
- 前記クライアントの前記シーケンス番号の差分の変化はパケットロスの存在の兆候を示すことを特徴とする請求項1に記載の方法。
- 前記タイムスタンプは暗号化されていることを特徴とする請求項1に記載の方法。
- 前記クライアントの前記タイムスタンプの差分の変化は遅延時間(latency)の存在の兆候を示すことを特徴とする請求項1に記載の方法。
- 前記監視するステップは、ゲームネットワーク中のホストサーバにおいて実行されることを特徴とする請求項1に記載の方法。
- 前記監視するステップは、ゲームネットワーク中のピアクライアントにおいて実行されることを特徴とする請求項1に記載の方法。
- ゲームネットワーク中のラグスイッチのチートを検出するシステムであって、
前記ゲームネットワーク中の1以上のクライアントからデータパケットを受信するネットワークインタフェースを備え、
前記データパケットは、シーケンス番号(sequence number)またはタイムスタンプの少なくともひとつを含むトラッキングデータを有し、
前記システムはさらに、
前記1以上のクライアントから受信した前記トラッキングデータを監視する、メモリに格納されプロセッサが実行可能な監視モジュールと、
メモリに格納されプロセッサに実行される解析エンジンとを備え、
前記解析エンジンは、
前記1以上のクライアントに関連づけられたデータパケットのトラッキングデータ間の差分に変化があるかを決定するステップと、
決定した前記1以上のクライアントに関連づけられたデータパケットのトラッキングデータ間の差分の変化が、チートとみなされる兆候を構成するか否かを評価するステップとを含み、
前記評価するステップは、決定した前記差分の変化が前記1以上の所定の閾値を超えているとき、決定した前記差分の変化はチートとみなされる兆候を構成すると評価することを特徴とするシステム。 - プロセッサによる前記解析エンジンの実行はさらに、少なくとも一人のチート行為が疑われるユーザを特定することを特徴とする請求項11に記載のシステム。
- プロセッサによる実行によりゲームネットワーク中のラグスイッチのチートを検出する方法を実現するプログラムを格納するコンピュータが読み出し可能な記録媒体であって、前記方法は、
前記ゲームネットワーク中の1以上のクライアントからデータパケットを前記ゲームネットワークに関連付けられたサーバにおいて受信するステップとを含み、
前記データパケットは、前記ゲームネットワークに通信可能に接続されているネットワークインタフェースで前記サーバにおいて受信され、シーケンス番号(sequence number)またはタイムスタンプの少なくともひとつを含むトラッキングデータを有し、
前記方法はさらに、
前記1以上のクライアントから受信した前記トラッキングデータを監視するステップと、
前記ゲームネットワークのパラメータを考慮に入れて、前記1以上のクライアントに関連づけられた受信されたデータパケットのトラッキングデータ間の差分における変化に対してチートとみなされる兆候を評価するための1以上の所定の閾値を特定するステップと、
前記1以上のクライアントに関連づけられたデータパケットのトラッキングデータ間の差分に変化があるかを前記サーバにおいて決定するステップと、
前記サーバのメモリに格納された解析エンジンによって、決定した前記1以上のクライアントに関連づけられたデータパケットのトラッキングデータ間の差分の変化が、チートとみなされる兆候を構成するか否かを前記サーバにおいて評価するステップとを含み、
前記評価するステップは、決定した前記差分の変化が前記1以上の所定の閾値を超えているとき、決定した前記差分の変化はチートとみなされる兆候を構成すると評価することを特徴とする記録媒体。
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
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US12/917,642 | 2010-11-02 | ||
US12/917,642 US9636589B2 (en) | 2010-11-02 | 2010-11-02 | Detecting lag switch cheating in game |
PCT/US2011/035587 WO2012060900A1 (en) | 2010-11-02 | 2011-05-06 | Detecting lag switch cheating in game |
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JP2014502175A JP2014502175A (ja) | 2014-01-30 |
JP2014502175A5 JP2014502175A5 (ja) | 2014-05-01 |
JP5877845B2 true JP5877845B2 (ja) | 2016-03-08 |
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US (2) | US9636589B2 (ja) |
EP (1) | EP2635356B1 (ja) |
JP (1) | JP5877845B2 (ja) |
CN (1) | CN103429302B (ja) |
WO (1) | WO2012060900A1 (ja) |
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US9636589B2 (en) | 2010-11-02 | 2017-05-02 | Sony Interactive Entertainment America Llc | Detecting lag switch cheating in game |
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