WO2017086821A1 - Method for determining cheating and match outcome in video games via recording player screens - Google Patents

Method for determining cheating and match outcome in video games via recording player screens Download PDF

Info

Publication number
WO2017086821A1
WO2017086821A1 PCT/RS2016/000013 RS2016000013W WO2017086821A1 WO 2017086821 A1 WO2017086821 A1 WO 2017086821A1 RS 2016000013 W RS2016000013 W RS 2016000013W WO 2017086821 A1 WO2017086821 A1 WO 2017086821A1
Authority
WO
WIPO (PCT)
Prior art keywords
information
video game
match
cheating
participants
Prior art date
Application number
PCT/RS2016/000013
Other languages
French (fr)
Inventor
Aleksandar KORDIĆ
Original Assignee
Kordić Aleksandar
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Kordić Aleksandar filed Critical Kordić Aleksandar
Publication of WO2017086821A1 publication Critical patent/WO2017086821A1/en

Links

Classifications

    • 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
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat

Definitions

  • the present invention describes a system comprised of components which is used by participants in video game match or video game tournament.
  • Participants use the present invention in addition to using video game.
  • the present invention is connecting players, referees and observers in the same match.
  • FIG. 1 shows connected participants in match negotiation phase.
  • FIG. 2 shows connected participants in match starting phase in configuration of two teams and where each team is consisting of five players.
  • Participants of the match need to agree on propositions and rules of the match and then match can start.
  • the present invention enables exchange of data, images and information that may help in determining participants identity and history.
  • a configuration is determined during start of the match which is used by the present invention and proper components of the present invention are started that record collected information that can later be used for determining outcome of the video game match and eventual cheating by participants.
  • Referees can participate in video game if that video game supports that and recorded information is made available to them which helps them to resolve potential dispute and determine match outcome and eventual cheating by participants.
  • Referees also receive live information of signature of recorded information (hash values) which are used to determine authenticity of original information which can be retreived later from participants.
  • Observers are participants that do not take part directly in video game. Their interactivity is determined by propositions of the match and it is common practice to introduce delay of receipt of information sent to observers as additional insurance from their indirect influence in match playing process. Distribution node solves problems with shortage of network bandwidth and distribution of information between participants.
  • FIG. 3 shows match during tournament which takes place in premises of tournament host where participants present on premises of tournament use distribution node 1 and distribution node 2 for mutual communication, while observers numbered from 4 to 9 are not present at premises of the tournament.
  • distribution node 3 is used to take all information from distribution node 1 and distribution node 2 and send that information to observers numbered from 4 to 9 and in this way enable minimal usage of outbound network transport of tournament's premises and maximal usage of network bandwidth of data-center where distribution node 3 might be placed.
  • Described solution is not limited to observers, it can also be applied on rest of match participants.
  • Control component 1 connects all other components of the system and uses communication component 2 to connect other participants of the match via network communication.
  • match start communication component 2 receives match configuration which is sent to configuration component 3 that enables components 6,7,8,9,10,11 according to received configuration.
  • information storage component 4 stores all collected information and before saving into memory forwards information to hash value calculation component 5 which calculates hash value of each information then saves hash value in memory together with rest of information identity data: a.) Which component collected the information; b.) format of information; c.) time of information collection; d.) size of information; e.) hash value of information; hash value calculation component 5 also sends information identity data to the rest of the match participants via communication component 2 according to propositions defined in configuration that is stored in configuration component 3.
  • Hash value serves as signature of collected information that is sent to other participants via communication component 2 to serve for verification purpose of original collected information.
  • component for screen recording in video format 6 collects image from participants screen and compresses sequence of images into compressed video information which is then sent to information storage component 4 which deduces information represents video from screen in given time.
  • participant component for screen recording in video format 6 can use specialized functions offered by current hardware: a.) Direct image acquisition functions offered by graphics processor (GPU); b.) Direct image acquisition and video encoding functions offered by graphics processor (GPU); c.) Video compression functions offered by processor (CPU); d.) Direct image acquisition functions and video encoding offered processor (CPU);
  • collected video information can be immediately sent to other participants or it can be sent later after match when this will not interfere with video game operation.
  • component for camera recording in video format 7 collects image from participants computer camera or mobile device and compresses sequence of images into compressed video information which is then sent to information storage component 4 which deduces information represents video from camera in given time.
  • component for camera recording in video format 7 is collecting video information from mobile device
  • component for camera recording in video format 7 can use functions exposed by mobile operating system for acquisition and compression of video information from camera.
  • component for screen recording in image format 8 collects image from screen and compresses image into image format that can be lossy compression or loss-less compression. Image is then sent to information storage component 4 which deduces information represents image from screen in given time.
  • component for camera recording in image format 9 collects image from camera and compresses image into image format that can be lossy compression or loss-less compression. Image is then sent to information storage component 4 which deduces information represents image from camera in given time.
  • component for recording results coming from video game 10 and component for recording statistics coming from video game 11 and component for sending match description to video game 14 use method of communication with video game when video game supports such
  • component for recording results coming from video game 10 collects information of video game outcome of video game played during the match and send collected information to information storage component 4 which deduces information represents outcome from video game in given time
  • component for recording statistics coming from video game 11 collect rest of information from the video game of video game played during the match and send collected information to information storage component 4 which deduces information represents information from video game in given time
  • component for sending match description to video game 14 is used during start of the match to notify video game about match description that is about to start.
  • Described communication can include authentication checks parties involved in communication if that function is supported by all parties involved in communication.
  • component for recording messages from player 12 collects messages from players using user interface and that information is sent to information storage component 4 which deduces information represents message from player in given time, at the same time collected information is also sent to communication component 2 which will send collected messages to other participants during the match or in negotiation phase.
  • component for recording statements from player 13 collects statements from players using user interface and that information is sent to information storage component 4 which deduces information represents statement from player in given time. Statement is referring to match and is used to help referees during match analysis.

Abstract

The invention covers the field of video game security aspect in order to determine outcome and cheating in video game matches by recording players screen and cameras, recording of player messages and player statements and by communicating with video game. The patent describes a system of components that are used by video game match participants or video game tournament match participants for connecting players, referees and observers. Participants use the invention to collect and record data during the video game match and recorded data is used for determining match outcome and eventual cheating. Also the patent includes method for taking and recording signatures of recorded data and sending of those signatures to other participants enabling delayed sending of original data making minimal resource impact on running video game. The patent also includes method for video recording by using specialized functions for capturing and encoding present in processors or graphic processors. The patent includes method of communicating with video game regarding match description and match state when video game supports it. The patent describes method for networking of match participants and negotiation between participants regarding rules and propositions of upcoming match, including which information shall be recorded and other rules of the match.

Description

Method for determining cheating and match outcome in video games via recording player screens
DETAILED DESCRIPTION
The present invention describes a system comprised of components which is used by participants in video game match or video game tournament.
Participants use the present invention in addition to using video game.
Using same principle the present invention is connecting players, referees and observers in the same match.
There is no restriction in number of players, observers or referees participating. FIG. 1 shows connected participants in match negotiation phase.
FIG. 2 shows connected participants in match starting phase in configuration of two teams and where each team is consisting of five players.
In some of video games there is no built-in option to include referees or observers and that problem can be solved by the present invention.
Participants of the match need to agree on propositions and rules of the match and then match can start.
During negotiations the present invention enables exchange of data, images and information that may help in determining participants identity and history.
A configuration is determined during start of the match which is used by the present invention and proper components of the present invention are started that record collected information that can later be used for determining outcome of the video game match and eventual cheating by participants.
Players are participants involved in playing video game.
Referees can participate in video game if that video game supports that and recorded information is made available to them which helps them to resolve potential dispute and determine match outcome and eventual cheating by participants.
Referees also receive live information of signature of recorded information (hash values) which are used to determine authenticity of original information which can be retreived later from participants.
Observers are participants that do not take part directly in video game. Their interactivity is determined by propositions of the match and it is common practice to introduce delay of receipt of information sent to observers as additional insurance from their indirect influence in match playing process. Distribution node solves problems with shortage of network bandwidth and distribution of information between participants.
Depending on network topology involved participants and availability of network bandwidth there is a need for one or more distribution nodes.
FIG. 3 shows match during tournament which takes place in premises of tournament host where participants present on premises of tournament use distribution node 1 and distribution node 2 for mutual communication, while observers numbered from 4 to 9 are not present at premises of the tournament. To solve this problem distribution node 3 is used to take all information from distribution node 1 and distribution node 2 and send that information to observers numbered from 4 to 9 and in this way enable minimal usage of outbound network transport of tournament's premises and maximal usage of network bandwidth of data-center where distribution node 3 might be placed.
Described solution is not limited to observers, it can also be applied on rest of match participants.
System for determining cheating and match outcome in video games is comprised of: control component 1, communication component 2, configuration component 3, information storage component 4, hash value calculation component 5, component for screen recording in video format 6, component for camera recording in video format 7, component for screen recording in image format 8, component for camera recording in image format 9, component for recording results coming from video game 10, component for recording statistics coming from video game 11, component for recording messages from player 12, component for recording statements from player 13 and component for sending match description to video game 14. control component 1 connects all other components of the system and uses communication component 2 to connect other participants of the match via network communication.
During match start communication component 2 receives match configuration which is sent to configuration component 3 that enables components 6,7,8,9,10,11 according to received configuration. information storage component 4 stores all collected information and before saving into memory forwards information to hash value calculation component 5 which calculates hash value of each information then saves hash value in memory together with rest of information identity data: a.) Which component collected the information; b.) format of information; c.) time of information collection; d.) size of information; e.) hash value of information; hash value calculation component 5 also sends information identity data to the rest of the match participants via communication component 2 according to propositions defined in configuration that is stored in configuration component 3. Hash value serves as signature of collected information that is sent to other participants via communication component 2 to serve for verification purpose of original collected information. component for screen recording in video format 6 collects image from participants screen and compresses sequence of images into compressed video information which is then sent to information storage component 4 which deduces information represents video from screen in given time. Depending on hardware configuration of participant component for screen recording in video format 6 can use specialized functions offered by current hardware: a.) Direct image acquisition functions offered by graphics processor (GPU); b.) Direct image acquisition and video encoding functions offered by graphics processor (GPU); c.) Video compression functions offered by processor (CPU); d.) Direct image acquisition functions and video encoding offered processor (CPU);
Depending on available network bandwidth and configuration stored in configuration component 3 collected video information can be immediately sent to other participants or it can be sent later after match when this will not interfere with video game operation.
It is common to send live video information to a participant which has enough of network resources to distribute video information to other participants. component for camera recording in video format 7 collects image from participants computer camera or mobile device and compresses sequence of images into compressed video information which is then sent to information storage component 4 which deduces information represents video from camera in given time. In case that component for camera recording in video format 7 is collecting video information from mobile device component for camera recording in video format 7 can use functions exposed by mobile operating system for acquisition and compression of video information from camera. component for screen recording in image format 8 collects image from screen and compresses image into image format that can be lossy compression or loss-less compression. Image is then sent to information storage component 4 which deduces information represents image from screen in given time. component for camera recording in image format 9 collects image from camera and compresses image into image format that can be lossy compression or loss-less compression. Image is then sent to information storage component 4 which deduces information represents image from camera in given time. component for recording results coming from video game 10 and component for recording statistics coming from video game 11 and component for sending match description to video game 14 use method of communication with video game when video game supports such
communication method, component for recording results coming from video game 10 collects information of video game outcome of video game played during the match and send collected information to information storage component 4 which deduces information represents outcome from video game in given time, component for recording statistics coming from video game 11 collect rest of information from the video game of video game played during the match and send collected information to information storage component 4 which deduces information represents information from video game in given time, component for sending match description to video game 14 is used during start of the match to notify video game about match description that is about to start. Described communication can include authentication checks parties involved in communication if that function is supported by all parties involved in communication. component for recording messages from player 12 collects messages from players using user interface and that information is sent to information storage component 4 which deduces information represents message from player in given time, at the same time collected information is also sent to communication component 2 which will send collected messages to other participants during the match or in negotiation phase. component for recording statements from player 13 collects statements from players using user interface and that information is sent to information storage component 4 which deduces information represents statement from player in given time. Statement is referring to match and is used to help referees during match analysis.

Claims

1. A method for collecting information for the purpose of determining match outcome and cheating when playing video games where collected information includes: video from screen, video from camera, image from screen, image from camera, results from video game, rest of information collected from video game, messages from players, statements from players and is recorded into memory for later comparison and analysis.
2. A method for collecting information for the purpose of determining match outcome and cheating when playing video games of Claim 1, characterized by defined configuration that controls which kind of information is collected.
3. A method for collecting information for the purpose of determining match outcome and cheating when playing video games of Claim 1, characterized by before recording the information calculation of hash value of said information, where hash value is saved into memory and sent to other participants.
4. A method for collecting information for the purpose of determining match outcome and cheating when playing video games of Claim 1, characterized by communication with video game which will enable video game to receive match description that should start.
5. A method for collecting information for the purpose of determining match outcome and cheating when playing video games of Claim 1, characterized by communication with video game which will enable collection of information or outcome from video game.
6. A method for collecting information for the purpose of determining match outcome and cheating when playing video games of Claim 1, characterized by usage of specialized functions for capturing and encoding available in processor (CPU) or graphics processor (GPU).
7. A method for collecting information for the purpose of determining match outcome and cheating when playing video games of Claim 1, characterized by exchanging information and images in negotiation phase of the match that can help participants to come to agreement.
8. A method for collecting information for the purpose of determining match outcome and cheating when playing video games of Claim 1, characterized by collected information having attached time-stamp that indicates time of the event causing collected information.
9. A method for collecting information for the purpose of determining match outcome and cheating when playing video games of Claim 1, characterized by ability to send collected information immediately or some time later to achieve minimal interference with video game.
10. A method for connecting players, referees and observers for the purpose of determining match outcome and cheating when playing video games where connecting component is not part of the video game, for the purpose of negotiating rules of upcoming match with ability to transfer data, images and information that can help determine identity and history of participants.
PCT/RS2016/000013 2015-11-17 2016-11-14 Method for determining cheating and match outcome in video games via recording player screens WO2017086821A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
RSP-2015/0755 2015-11-17
RS20150755A RS20150755A1 (en) 2015-11-17 2015-11-17 Method for determining cheating and match outcome in video games via recording player screens

Publications (1)

Publication Number Publication Date
WO2017086821A1 true WO2017086821A1 (en) 2017-05-26

Family

ID=56289050

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/RS2016/000013 WO2017086821A1 (en) 2015-11-17 2016-11-14 Method for determining cheating and match outcome in video games via recording player screens

Country Status (2)

Country Link
RS (1) RS20150755A1 (en)
WO (1) WO2017086821A1 (en)

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107426606A (en) * 2017-06-26 2017-12-01 联想(北京)有限公司 Record method, apparatus, electronic equipment and the system of screen
CN109045702A (en) * 2018-07-24 2018-12-21 网易(杭州)网络有限公司 A kind of plug-in detection method, device, calculates equipment and medium at system
CN110290400A (en) * 2019-07-29 2019-09-27 北京奇艺世纪科技有限公司 The recognition methods of suspicious brush amount video, true playback volume predictor method and device
CN111389012A (en) * 2020-02-26 2020-07-10 完美世界征奇(上海)多媒体科技有限公司 Method, device and system for anti-plug-in
CN111420406A (en) * 2020-03-31 2020-07-17 福建天晴在线互动科技有限公司 Method and system for preventing external game cheating through memory zero clearing
WO2021150724A1 (en) * 2020-01-24 2021-07-29 Nvidia Corporation Cheating detection using one or more neural networks
GB2598434A (en) * 2020-01-24 2022-03-02 Nvidia Corp Cheating detection using one or more neural networks

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120100910A1 (en) * 2010-10-20 2012-04-26 Microsoft Corporation High quality video game replay
US20130244789A1 (en) * 2012-03-13 2013-09-19 Sony Computer Entertainment America Llc System and method for capturing and sharing console gaming data

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120100910A1 (en) * 2010-10-20 2012-04-26 Microsoft Corporation High quality video game replay
US20130244789A1 (en) * 2012-03-13 2013-09-19 Sony Computer Entertainment America Llc System and method for capturing and sharing console gaming data

Non-Patent Citations (3)

* Cited by examiner, † Cited by third party
Title
ANONYMOUS: "***The LEAGUE of EXTRAORDINARY VAINGLORIANS ( Coming Soon / Hype Thread )*** | Vainglory Community Forums", 5 March 2015 (2015-03-05), XP055356137, Retrieved from the Internet <URL:http://forums.vainglorygame.com/index.php?threads/12800/> [retrieved on 20170317] *
CYNEWULF: "Line App Room for Solforge Community | General Discussion | Forum | SolForge |", 19 October 2014 (2014-10-19), XP055356090, Retrieved from the Internet <URL:https://solforgegame.com/forum/general-discussion/line-app-room-for-solforge-community/> [retrieved on 20170317] *
IMAQTPIE: "ranked 5s with the boys", 17 May 2015 (2015-05-17), pages 1, XP054977222, Retrieved from the Internet <URL:https://www.twitch.tv/videos/5152382> [retrieved on 20170317] *

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107426606A (en) * 2017-06-26 2017-12-01 联想(北京)有限公司 Record method, apparatus, electronic equipment and the system of screen
CN107426606B (en) * 2017-06-26 2020-07-24 联想(北京)有限公司 Screen recording method and device, electronic equipment and system
CN109045702A (en) * 2018-07-24 2018-12-21 网易(杭州)网络有限公司 A kind of plug-in detection method, device, calculates equipment and medium at system
CN109045702B (en) * 2018-07-24 2022-03-25 网易(杭州)网络有限公司 Plug-in detection method, system, device, computing equipment and medium
CN110290400A (en) * 2019-07-29 2019-09-27 北京奇艺世纪科技有限公司 The recognition methods of suspicious brush amount video, true playback volume predictor method and device
CN110290400B (en) * 2019-07-29 2022-06-03 北京奇艺世纪科技有限公司 Suspicious brushing amount video identification method, real playing amount estimation method and device
WO2021150724A1 (en) * 2020-01-24 2021-07-29 Nvidia Corporation Cheating detection using one or more neural networks
GB2598434A (en) * 2020-01-24 2022-03-02 Nvidia Corp Cheating detection using one or more neural networks
CN111389012A (en) * 2020-02-26 2020-07-10 完美世界征奇(上海)多媒体科技有限公司 Method, device and system for anti-plug-in
CN111420406A (en) * 2020-03-31 2020-07-17 福建天晴在线互动科技有限公司 Method and system for preventing external game cheating through memory zero clearing
CN111420406B (en) * 2020-03-31 2023-08-04 福建天晴在线互动科技有限公司 Method and system for preventing game from being hung externally through memory zero clearing

Also Published As

Publication number Publication date
RS20150755A1 (en) 2016-06-30

Similar Documents

Publication Publication Date Title
WO2017086821A1 (en) Method for determining cheating and match outcome in video games via recording player screens
US10835825B2 (en) Distributed ledger tracking of event data
WO2018223800A1 (en) Data processing method and device, storage medium, and electronic device
JP7158858B2 (en) Capturing asynchronous comments on pre-recorded gameplay
TWI253580B (en) Game apparatus, game method, and game program
CN110830735B (en) Video generation method and device, computer equipment and storage medium
US8462700B2 (en) Terminal device, communication system, terminal method and information memory medium
US9818255B2 (en) Video game incentivizing outside assistance
US20130185354A1 (en) Social Networking Data Augmented Gaming Kiosk
TW201119402A (en) System and method for utilizing forward error correction with video compression
TW201041401A (en) System and method for multi-stream video compression
TW201119401A (en) System and method for compressing video frames or portions thereof based on feedback information from a client device
TW201119403A (en) System and method for compressing video based on latency measurements and other feedback
CN109874059A (en) Method for showing interface, client and storage medium, computer equipment is broadcast live
WO2021133570A1 (en) Methods and systems for maintaining smooth frame rate during transmission of streaming video content
CN106606865B (en) Method and system for data intercommunication in game, terminal and server thereof
CN108540450B (en) Data transmitting and receiving method and device
CN109005424A (en) The control method of object, apparatus and system, storage medium, electronic device
CN105872601A (en) Video playing method, device and system
JP6069635B2 (en) GAME SYSTEM, CONTROL METHOD AND COMPUTER PROGRAM USED FOR THE SAME
CN111355990A (en) Video acquisition method and device, computer readable storage medium and electronic equipment
CN109936539B (en) Account information transmission method
WO2010073874A1 (en) Distribution server, data distribution method, and program
JP6082182B2 (en) GAME SYSTEM, GAME DEVICE, GAME PROGRAM, AND GAME CONTROL METHOD
JP5845069B2 (en) COMMUNICATION SYSTEM, COMMUNICATION PROGRAM, INFORMATION PROCESSING DEVICE, SERVER, AND COMMUNICATION METHOD

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 16823364

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 16823364

Country of ref document: EP

Kind code of ref document: A1