KR20130007227A - Online game irregularity detection system and method using log information - Google Patents
Online game irregularity detection system and method using log information Download PDFInfo
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- KR20130007227A KR20130007227A KR1020110064558A KR20110064558A KR20130007227A KR 20130007227 A KR20130007227 A KR 20130007227A KR 1020110064558 A KR1020110064558 A KR 1020110064558A KR 20110064558 A KR20110064558 A KR 20110064558A KR 20130007227 A KR20130007227 A KR 20130007227A
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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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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F21/00—Security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
- G06F21/10—Protecting distributed programs or content, e.g. vending or licensing of copyrighted material ; Digital rights management [DRM]
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- G06F21/121—Restricting unauthorised execution of programs
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- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3241—Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance
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Abstract
Description
The present invention relates to a system and method for detecting illegal play using log information of an online game. Particularly, a system and method for detecting illegal play using log information of an online game that detects whether a game is played by an automatic play program when an online game is used. It is about.
With the development of IT technology and the increasing demand for utilization of leisure time, the online game industry is rapidly developing.
Recently, among such online games, various role-playing games such as Massive Multiplayer Online Role Playing Game (MMORPG) have gained much popularity.
The MMORPG is an abbreviation of a large-scale multi-user online role-playing game. It is a type of RPG (Role Playing Game), a type of game that plays a role of a character in a game. Say you can game.
Such an MMORPG has a characteristic of increasing the level of the character when the character that is appearing in the game, that is, the character performs a given mission or catches a monster, acquires experience points and collects a certain number of experience points.
In particular, if a character performs a mission that is difficult to perform or catches a strong monster, he or she will receive a corresponding reward, and through this reward, he can quickly increase his stats.
In addition, the MMORPG provides a variety of roles, that is, a variety of jobs for each of the various characters appearing in the game. For example, when a game user selects a wizard among the characters as a character, the character not only plays the role of a wizard in the game, but also wears armor suitable for the wizard and can be used only by the wizard. Hone your skills and use them.
The MMORPG is a kind of virtual world, and like the reality, it is not possible to enjoy the game without communicating with other users. Therefore, it basically supports a chat system that communicates between a large number of game users, and provides an environment in which a game system can be enjoyed by configuring a guild or a clan, which is a community system where game users can socialize. As a result, a number of game users are required to share and play different roles in a battle during a game, as well as to exchange or trade necessary items among a plurality of game users. Can be.
In this MMORPG, since each character's level is divided by points earned by each character appearing in the game, it is considered very important how many points each character acquires. Therefore, the game user spends a long time playing the game and trying to obtain more points to raise the level of the character who is his alter ego in the game.
Nevertheless, if there is not enough time to play the game, the autoplay program, rather than the user, connects to the server of the online game to play the game and earns many points. The method of growing only a character is used.
As such, when playing an online game using an automatic play program, the game user who is a person acquires abnormally more points than the points that can be obtained by playing the game, and by playing the online game for a long time over 24 hours, In addition to providing a sense of deprivation and defeat to general game users who want to enjoy a game, the use of online games decreases due to such deprivation and defeat, and thus, the development of the online game industry has been hampered.
In order to solve the problems of the prior art as described above, the present invention can analyze various log information generated when playing an online game to detect whether the online game is being performed by an automatic play program instead of a general game user. The present invention aims to provide a fraudulent play detection system and method using log information of an on-line game.
According to an embodiment of the present invention for solving the above problems, an illegal play detection system using log information of an online game comprises: an input module for receiving at least one log information generated according to a user's game play from a server; An analysis module for analyzing the game play of the user using the received log information; A comparison module for comparing the received log information with previously stored reference log information; And a determination module for determining an illegality of the game play of the user when the measured value of the log information exceeds a threshold of the reference log information.
More preferably, it may include an analysis module for analyzing at least one of the entropy value, the occurrence frequency, the generation ratio for the log information received.
More preferably, the gameplay of the user analyzes whether to perform at least one of hunting, gathering for collecting cyber assets, obtaining Abyss points for performing quests and missions, entering an instance dungeon, gliding, completing a quest, and having a one-on-one battle. It may include an analysis module.
More preferably, when determining the negative for the game play of the user, a notification module for notifying the server of the occurrence of the negative; And a storage module for storing reference log information generated during game play of a normal user.
According to another aspect of the present invention, there is provided a method for detecting illegal play using log information of an online game, comprising: an input step in which an input module receives at least one log information generated when a user plays a game from a server; An analysis step of analyzing a game play of the user by using the log information received by an analysis module; A comparison step of comparing, by the comparison module, the log information with previously stored reference log information; And determining, by the determination module, if the measured value of the log information exceeds the threshold of the reference log information, determining a negative for the game play of the user.
More preferably, it may include an analysis step of analyzing at least one of the entropy value, the frequency of occurrence, the occurrence ratio of the log information received.
More preferably, the determination module may include a determination step of determining that the user plays a game using an automatic play program.
More preferably, when the notification module determines the user's gameplay negative, a notification step of notifying the server of the irregularity; may further include a.
More preferably, it may include a notification step of transmitting the personal information including at least one of the ID information, access IP information and name information for the user to the server.
The system and method for detecting illegal play using the log information of the online game of the present invention is automatically generated when using the online game, and receives and analyzes the log information recorded on the server, and compares the log information with the reference log information to the automatic play program. There is an effect that can easily check whether or not the game is performed.
In addition, the illegal play detection system and method using the log information of the online game of the present invention by preventing the user using the automatic play program to acquire a large amount of points for a short time, or to perform the game play for a long time without rest, There is an effect that can prevent the user from experiencing deprivation, defeat feeling that can be felt when playing the game.
In addition, the fraudulent play detection system and method using the log information of the online game of the present invention by detecting a game user using an automatic play program such as auto, bot, hack, so that the general users frequently use the online game of the online game industry It has the effect of improving the development.
1 is a schematic diagram showing an illegal play of an online game.
2 is a block diagram of an illegal play detection system using log information of an online game according to an embodiment of the present invention.
3 is a flowchart illustrating a fraudulent play detection method using log information of an online game according to another embodiment of the present invention.
4 is a graph showing a change in execution time during cooperative play during an online game.
5 is a graph showing a change in entropy value when playing an online game.
6 is a view showing the contents of the analysis results of the log information analyzed in the fraudulent play detection system using the log information of the online game to the server.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT Hereinafter, the present invention will be described in detail with reference to preferred embodiments and accompanying drawings, which will be easily understood by those skilled in the art. The present invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein.
First, a system environment in which MMORPG (Massive Multiplayer Online Role Playing Game) is performed will be described in detail with reference to FIG. 1.
1 is a schematic diagram showing an illegal play of an online game.
As shown in Figure 1, a number of users who want to use the online game is connected to the
Hereinafter, referring to FIG. 2, a fraudulent play detection system using log information of an online game of the present invention provided in the
2 is a block diagram of an illegal play detection system using log information of an online game according to an embodiment of the present invention.
As shown in Figure 2, the fraudulent
In order to use the MMORPG (hereinafter referred to as an online game) for a plurality of online game users, first, when the connection to the MMORPG server is completed, the game user performs the online game. At the time of performing the online game, at least one log information is generated by various actions in the game of the game user, and the MMORPG server stores the log information each time.
The
In this case, the generated log information may include one of the log information described in Table 1 below.
The
The
If the measured value of the log information exceeds a predetermined threshold of the reference log information, the
The
The
Hereinafter, a fraudulent play detection method using log information of an online game according to another embodiment of the present invention will be described in detail.
3 is a flowchart illustrating a fraudulent play detection method using log information of an online game according to another embodiment of the present invention.
As shown in FIG. 3, in the illegal play detection method using the log information of the online game of the present invention, a plurality of online game users access an MMORPG server operating the online game to perform an online game. When the game user performs a game, various activities are performed to acquire points, quests, and missions. At this time, at least one log information is generated every time the game user performs various activities. One log information is continuously stored in the MMORPG server.
Accordingly, the
As such, when the analysis is completed by the
At this time, when the
Thereafter, the
Accordingly, the MMORPG server performs a quick occurrence of the fraudulent occurrence of the game play received from the
However, in the step S240, if the
As described above, the user who uses the online game is a general user for leisure purposes or a user who uses an automatic play program for point acquisition through the system and method for detecting illegal play using the log information of the online game of the present invention. Can be clearly identified.
4 is a graph showing a change in execution time during cooperative play during an online game.
As shown in FIG. 4, through the analysis of the log information, in the case of a region in which the user uses the online game between 10 minutes and 2 hours, it can be seen that the cooperative play with other users is 87%. On the other hand, in the case of zone b in which the user plays the online game between 12 hours and 24 hours, the cooperative play with other users is 0.3%, and the occurrence rate of the cooperative play is 10 minutes to 2 hours. It can be seen that there is a remarkable difference compared to the area a using the online game between. It can be determined that the user uses the automatic play program through the generation rate of the cooperative play.
The illegal play detection method of the user can also be confirmed through an entropy value of the log information.
5 is a graph showing a change in entropy value when playing an online game.
5 (a) to 5 (b), when the game user cooperates with another user, the entropy value of the user gradually decreases between 10 minutes and 6 hours. It can be seen that, if the cooperative play execution time exceeds 6 hours, it can be seen that the entropy value of the user is drastically reduced.
This occurs because the user concentrates only on gameplay for obtaining points, and does not perform various game plays according to quests and missions. Thus, even when the cooperative play progresses, the user automatically reduces the entropy value. It can be determined that the game is played using an online game.
6 is a view showing the contents of the analysis results of the log information analyzed in the fraudulent play detection system using the log information of the online game to the server.
As shown in FIG. 6, as a result of analyzing the log information, the notification module transmits various personal information about the user to the MMORPG server for the user determined to use the online game using the automatic play program. In this case, the personal information transmitted to the MMORPG server includes at least one of ID information, access IP information, and name information for the user.
As such, the MMORPG server that receives the personal information of the user who uses the autoplay program transmits a request mail forbidding the use of the autoplay program to the user based on the personal information, or sends an e-mail to confirm the use of the autoplay program. It is possible to perform a variety of further measures, such as sending or prohibiting access for the use of the online game for the user.
Accordingly, the fraudulent play detection system and method using the log information of the online game of the present invention can collect statistical data for the user using the online game, and can also modify the threshold for the reference log information.
The system and method for detecting illegal play using the log information of the online game of the present invention is automatically generated when using the online game, and receives and analyzes the log information recorded on the server, and compares the log information with the reference log information to the automatic play program. There is an effect that can easily check whether or not the game is performed.
In addition, the illegal play detection system and method using the log information of the online game of the present invention by preventing the user using the automatic play program to acquire a large amount of points for a short time, or to perform the game play for a long time without rest, There is an effect that can prevent the user from experiencing deprivation, defeat feeling that can be felt when playing the game.
In addition, the fraudulent play detection system and method using the log information of the online game of the present invention by detecting a game user using an automatic play program such as auto, bot, hack, so that the general users frequently use the online game of the online game industry It has the effect of improving the development.
While the present invention has been described in connection with what is presently considered to be practical exemplary embodiments, it is to be understood that the invention is not limited to the disclosed embodiments, but, on the contrary, Do.
110: input module 120: analysis module
130: comparison module 140: judgment module
150: notification module 160: storage module
Claims (10)
An analysis module for analyzing the game play of the user using the received log information;
A comparison module for comparing the received log information with previously stored reference log information;
A determination module for determining an illegality of the game play of the user when the measured value of the log information exceeds a threshold of the reference log information;
Fraud play detection system using the log information of the online game comprising a.
The analysis module
And an at least one of an entropy value, a frequency of occurrence, and an occurrence ratio of the received log information.
The analysis module
Further analyzing whether the user's gameplay performs at least one of hunting, gathering to acquire cyber assets, in addition to obtaining Abyss points for performing quests and missions, entering an instance dungeon, gliding, completing quests, and face-to-face competition. Play detection system using the log information of the online game.
A notification module for notifying the server of the occurrence of irregularities when determining the illegality of the game play of the user; And
A storage module for storing reference log information generated during game play of a normal user;
Fraud play detection system using the log information of the online game further comprising a.
An analysis step of analyzing a game play of the user by using the log information received by an analysis module;
A comparison step of comparing, by the comparison module, the log information with previously stored reference log information;
Determining, by the determination module, if the measured value of the log information exceeds the threshold of the reference log information, determining a negative for the game play of the user;
Fraud play detection method using the log information of the online game comprising a.
The analysis step
And analyzing at least one of an entropy value, a frequency of occurrence, and a generation ratio with respect to the received log information.
The determining step
And the determination module determines that the user plays a game using an automatic play program.
A notification step of notifying the server of the illegal occurrence when the notification module determines the illegality of the game play of the user;
The illegal play detection method using the log information of the online game further comprising a.
The notification step
The method of claim 1, wherein the personal information including at least one of ID information, access IP information, and name information of the user is transmitted to the server.
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Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR20140106837A (en) * | 2013-02-27 | 2014-09-04 | 한국전자통신연구원 | Game characteristics detection apparatus and method for illegal user detection using game characteristics |
KR20160093223A (en) * | 2015-01-29 | 2016-08-08 | 한국전자통신연구원 | Method for detecting gamebot using log data of online game |
KR20200039536A (en) * | 2018-10-05 | 2020-04-16 | 넷마블 주식회사 | Method and apparatus for detecting abnormal case |
-
2011
- 2011-06-30 KR KR1020110064558A patent/KR20130007227A/en not_active Application Discontinuation
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR20140106837A (en) * | 2013-02-27 | 2014-09-04 | 한국전자통신연구원 | Game characteristics detection apparatus and method for illegal user detection using game characteristics |
KR20160093223A (en) * | 2015-01-29 | 2016-08-08 | 한국전자통신연구원 | Method for detecting gamebot using log data of online game |
KR20200039536A (en) * | 2018-10-05 | 2020-04-16 | 넷마블 주식회사 | Method and apparatus for detecting abnormal case |
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