WO2020000796A1 - 游戏监管方法、系统及计算机设备 - Google Patents

游戏监管方法、系统及计算机设备 Download PDF

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Publication number
WO2020000796A1
WO2020000796A1 PCT/CN2018/111371 CN2018111371W WO2020000796A1 WO 2020000796 A1 WO2020000796 A1 WO 2020000796A1 CN 2018111371 W CN2018111371 W CN 2018111371W WO 2020000796 A1 WO2020000796 A1 WO 2020000796A1
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Prior art keywords
player
game
data
game platform
target
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PCT/CN2018/111371
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English (en)
French (fr)
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牛奔
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平安科技(深圳)有限公司
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Publication of WO2020000796A1 publication Critical patent/WO2020000796A1/zh

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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

Definitions

  • the present application relates to the field of communication technologies, and in particular, to a game monitoring method, system, and computer equipment.
  • the games here mainly refer to network-related games such as online games, page games, and mobile games.
  • Each game platform manages its own player data, and the data between the game platforms is isolated.
  • the game players in this game platform can only be supervised within a single game platform based on the data of this game platform.
  • the same player often plays different games on multiple game platforms.
  • the above supervision method will separately monitor the data of the same player on each game platform. In this way, the one-sidedness of game supervision is caused, leading to accurate game supervision results. Sex is low.
  • the embodiments of the present application provide a method, a system, and a computer device for game supervision, which are used to solve the problem that the game supervision in the prior art is relatively one-sided and leads to a lower accuracy of the game supervision result.
  • an embodiment of the present application provides a game monitoring method, where the method includes:
  • an embodiment of the present application provides a game monitoring system, where the system includes:
  • a data acquisition module for acquiring player data of a target player on more than one game platform
  • a storage module configured to store the player data in a blockchain
  • a supervision module is configured to supervise the game behavior of the target player based on the player data in the blockchain.
  • an embodiment of the present application provides a computer device including a memory, a processor, and a computer program stored in the memory and executable on the processor.
  • the processor is implemented when the processor executes the computer program. The following steps:
  • an embodiment of the present application provides a computer non-volatile readable storage medium, where the computer readable storage medium stores a computer program, and when the computer program is executed by a processor, the following steps are implemented:
  • the player data of the target player on more than one game platform is obtained, and the player data is stored in the blockchain.
  • the game behavior of the target player is monitored, and the block is used.
  • the chain stores player data for multiple game platforms, and then monitors the game behavior of the target player based on the player data stored in the blockchain.
  • This supervision method is based on the target player's data on multiple game platforms, and uses blocks The characteristics of the chain's own data cannot be tampered with, ensuring the security of player data, making the supervision more comprehensive and reliable, thereby improving the accuracy of the game supervision results.
  • FIG. 1 is a first exemplary flowchart of a game monitoring method provided by an embodiment of the present application.
  • FIG. 2 is a second exemplary flow chart of a game monitoring method according to an embodiment of the present application.
  • FIG. 3 is a structural block diagram of a game supervision system according to an embodiment of the present application.
  • FIG. 4 is a simplified block diagram of a computer device according to an embodiment of the present application.
  • the embodiment of the present application provides a game supervision method.
  • the game monitoring method provided in the embodiment of the present application is executed on a server, and the server runs a blockchain platform.
  • FIG. 1 is a first exemplary flowchart of a game monitoring method provided by an embodiment of the present application. As shown in FIG. 1, in this embodiment, the game monitoring method may include the following steps:
  • S101 Obtain player data of a target player on more than one game platform.
  • the blockchain in the embodiments of the present application may be an alliance chain.
  • the alliance chain is essentially a private chain.
  • the alliance chain is only open to specific institutions, and other institutions can join or withdraw from the alliance chain through authorization.
  • the player data of each player can be encrypted and stored in the alliance chain.
  • asymmetric encryption can be used to encrypt and store player data.
  • Asymmetric encryption usually uses two asymmetric ciphers in the encryption and decryption process, which are called public and private keys, respectively.
  • Asymmetric key pairs have two characteristics: First, after one of the keys (public or private key) is used to encrypt information, only the other corresponding key can be unlocked. The second is that the public key can be made public to others, and the private key is kept secret. Others cannot use the public key to derive the corresponding private key.
  • the game platform encrypts the player data of this platform with the public key of the alliance chain and sends it to the server.
  • the server uses the private key of the alliance chain to decrypt the received data to obtain the player data in plain text, and then stores the player data in the alliance chain.
  • step S101 the more the number of game platforms, the more comprehensive the game supervision.
  • step S102 when player data is stored in the blockchain, the player data of each game platform may be sorted and sorted, and then the sorted and sorted data is stored in the blockchain.
  • the basic data of the game supervision is the player data from each game platform of the blockchain.
  • the supervision is based on the player's data on multiple game platforms, compared to the data of a single game platform, making the supervision more Comprehensive;
  • the data that is the basis of regulation is stored in the blockchain, and the blockchain itself has the property that data cannot be tampered with, which guarantees the credibility of the data that is the basis of regulation and makes supervision more reliable.
  • storing player data in the blockchain includes: writing player data to a designated block; and sending the designated block to all storage nodes of the blockchain, so that the storage node will assign the designated block Blocks are added to the blockchain.
  • acquiring player data of a target player on more than one game platform may include: receiving player data uploaded by more than one game platform.
  • each game platform actively uploads the player data of the target player of the platform to the server's blockchain platform.
  • the server can obtain the player data of the game platform by directly receiving it.
  • obtaining the player data of the target player on more than one game platform may include: sending a data upload instruction to more than one game platform when a preset condition is met; receiving more than one game platform response Player data uploaded in a data upload instruction.
  • the server requests each game platform to upload player data through instructions, which is a way for the server to actively obtain the player data of each game platform.
  • the preset condition is a condition preset in the server for triggering the server to send a data upload instruction to the game platform, that is, when the server meets the preset condition, the server will send a data upload instruction to the game platform, and the pre-condition is not satisfied When conditions are set, the server will not send data upload instructions to the game platform.
  • the preset conditions may be determined according to specific application situations.
  • the preset condition may be: the time from the current time when the last data upload instruction was sent reaches the specified time.
  • the server can periodically send data upload instructions to each game platform to obtain player data on a regular basis.
  • the preset condition may also be: a trigger instruction is received.
  • the server may send data upload instructions to each game platform according to the trigger instruction received irregularly, and obtain player data irregularly.
  • the player platform uploads player data to the server for the first time, in subsequent uploads, it can upload only new player data generated from the last upload to the present.
  • FIG. 2 is a second exemplary flow chart of a game monitoring method according to an embodiment of the present application.
  • the method may include the following steps:
  • S203 Supervise the game behavior of the target player based on the player data in the blockchain.
  • S205 Determine the value of the reward points obtained by the game platform this time according to the amount of data.
  • the existing point value of the game platform is the accumulated point value of the bonus point value obtained by the game platform each time the player data is uploaded before the upload.
  • the game platform's point value can be used to rank the game platform, evaluate the game platform, evaluate the credit of the game platform, and so on.
  • the game monitoring method may further include: determining ranking information of each game platform according to the current total score value of each game platform.
  • the higher the current total point value of the game platform the higher the ranking of the game platform.
  • the ranking of a gaming platform can affect the probability that a player chooses a gaming platform. For example, the higher the ranking of a gaming platform, the higher the probability that it will be selected by the player.
  • storing player data in the blockchain may include: grouping player data according to players to obtain multiple groups of player data, where each group of player data belongs to the same player; and multiple groups Player data is stored in the blockchain.
  • grouping player data when storing player data, the data of the same player is aggregated and stored in a group, which helps to comprehensively understand and analyze the player's game data.
  • a player can be identified by the player's real name authentication information, a mobile phone number, or a combination thereof.
  • supervising the game behavior of the target player based on the player data in the blockchain may include: based on the player data in the blockchain, counting the total daily target player ’s total on all game platforms Gain the statistical result of the game duration; determine whether the total game duration of the target player exceeds the game duration threshold according to the statistical result; if so, determine the target player as a timeout player; read the age information of the timeout player; if the age information shows that the timeout player is not Adults, output alarm information to the game platform corresponding to the timeout player; the alarm information is used to prompt the timeout player to be a minor and the game time has expired.
  • the "all game platforms” refers to all game platforms involved in the player data stored in the blockchain.
  • the alarm information can be sent by the blockchain platform to all game platforms in the blockchain platform.
  • the content of the alarm information may include the user name, account number, alarm reason, etc. of the player on the game platform.
  • the game platform After the game platform receives the alarm information, it can take measures to monitor the player's gaming behavior, for example, prohibiting players from continuing to play games on the game platform on the same day.
  • the game platform A prohibits the minor A from continuing to play the game on the game platform A on the same day.
  • the minor A can transfer to the game platform B to play the game, without being limited by the time limit of the game platform A.
  • the game time limit for Minor A is based on the total playing time of all game platforms on the blockchain. After a timeout, these game platforms can ban Minor A Continue to play games, so that the purpose of effective supervision of minors is achieved.
  • the timeout player may be added to the timeout adult player list. In this way, by timed out the player list accumulated in the adult player list, a game can be recommended to the players in order to improve the promotion efficiency of the game.
  • plug-in refers to a cheating program made by changing part of the software for one or more online games using computer technology.
  • the game plug-in is to graft the plug-in program into the game program, and realize the enhancement of various functions by intercepting and modifying the data sent by the game to the game server.
  • the player's current cumulative plug-in usage is the cumulative plug-in usage of the player on all game platforms involved in the blockchain.
  • plug-ins In the game, the use of plug-ins by players will destroy the fair environment of the game and affect other players. Therefore, the use of plugins in games is not allowed in principle. However, the use of plug-ins in games cannot be completely eliminated, and some players will always use plug-ins. Therefore, whether to use the plug-in and the number of times the plug-in can be used to measure a player's credit in the game.
  • the player's cumulative plug-in usage times are counted, and the players whose cumulative plug-in usage times exceed the threshold can be flagged, and players with poor credit can be punished accordingly, such as title seals.
  • the content of the prompt information may include: the use of external plug-in times is exceeded, instructions for prohibiting the use of external plug-ins, and the punishment measures that will be taken if the external plug-in game platform is continued.
  • the game monitoring method may further include: setting a credit value for the target player according to the current number of external use of the target player.
  • the principle of setting the credit value may be that the higher the number of times the plug-in is used, the lower the credit value.
  • the player data includes the name of the game played by the target player; based on the player data in the blockchain, supervising the game behavior of the target player, including: games of all games played by the target player Name, analyze the type of game that matches the target player, and use the target player as the matching player of the game type; based on the analysis results, count the number of matching players corresponding to each game type; according to the number of matching players corresponding to all game types, Determine the proportion of each game type.
  • the game platform can formulate game development strategies, recommend game rankings, etc. according to the proportion of each game type, such as which type of game is mainly developed during research and development.
  • the types of games can include action, adventure, simulation, role playing, leisure, and so on.
  • the game type that matches the target player can be determined as follows: In all games of the target player, calculate the ratio of the number of games of each game type to all game data of the target player. The game type with the highest ratio is The type of game that the target player matches indicates that the target player prefers to play this type of game.
  • the game monitoring method may further include: determining a list of games recommended to the target player based on a game type matching the target player. That is, recommending games for target players according to their game preferences, which helps to improve the experience of target players.
  • the game monitoring method obtaineds the player data of the target player on more than one game platform, stores the player data in the blockchain, and performs the game behavior of the target player based on the player data in the blockchain.
  • Supervision using the blockchain to store player data for multiple game platforms, and then supervising the game behavior of the target player based on the player data stored in the blockchain, this supervision method is based on the data of the target player on multiple game platforms
  • the use of the blockchain's own data can not be tampered with, to ensure the security of player data, making supervision more comprehensive and reliable, thereby improving the accuracy of game supervision results.
  • the embodiment of the present application provides a game supervision system, and the game supervision system is configured to execute the game supervision method in the first embodiment.
  • FIG. 3 is a structural block diagram of a game supervision system according to an embodiment of the present application. As shown in FIG. 3, in this embodiment, the system includes:
  • the data acquisition module 310 is configured to acquire player data of a target player on more than one game platform.
  • the storage module 320 is configured to store player data in a blockchain.
  • the supervision module 330 is configured to supervise the game behavior of the target player based on the player data in the blockchain.
  • the data obtaining module 310 when configured to obtain player data of a target player on more than one game platform, it may be specifically configured to: receive player data uploaded by more than one game platform.
  • the data obtaining module 310 when used to obtain the player data of the target player on more than one game platform, it may be specifically used to: send data to more than one game platform when a preset condition is met Upload instructions; receiving player data uploaded by more than one game platform in response to a data upload instruction.
  • the game monitoring system may further include: an upload data volume statistics module, configured to, for each game platform, in response to receiving the player data uploaded by the game platform, statistics on the current upload of the game platform The amount of player data; the reward point determination module is used to determine the reward point value obtained by the game platform this time according to the data amount; the total point determination module is used to determine the existing point value and reward point value of the game platform. Determine the current total points value for this gaming platform.
  • the game supervision system may further include: a game platform ranking module, configured to determine ranking information of each game platform according to the current total score value of each game platform.
  • the storage module 320 when used to store player data in the blockchain, it may be specifically used to: group player data according to players to obtain multiple groups of player data, where each group of players The data belongs to the same player; multiple groups of player data are stored in the blockchain.
  • the storage module 320 when used to store player data in the blockchain, it may be specifically used to: write the player data into a designated block; and send it to all storage nodes in the blockchain Specify the block so that the storage node adds the specified block to the blockchain.
  • the supervision module 330 when used to supervise the game behavior of the target player based on the player data in the blockchain, it may be specifically used to: based on the player data in the blockchain, statistics on the target Players' daily total game time on all game platforms to get statistical results; determine whether the total game duration of the target player exceeds the game duration threshold based on the statistical results; if so, determine the target player as a timeout player; read the age information of the timeout player ; If the age information indicates that the player who is overtime is a minor, output an alarm message to the game platform corresponding to the player who has timed out; the alert information is used to remind the player that the timeout is a minor and the game time has expired.
  • the player data includes the number of plug-in usages of the target player; when the supervision module 330 is used to supervise the game based on the player data in the blockchain, it may be specifically used to: The number of external use; based on the number of external use, determine whether the number of external use of the target player exceeds the threshold. If so, the target player is determined to be the marked player. Use of external plug-in times exceeded.
  • the game monitoring system may further include: setting a credit value for the target player according to the current number of external use of the target player.
  • the player data includes the name of the game played by the target player; when the supervision module 330 is used to supervise the game behavior of the target player based on the player data in the blockchain, it may be specifically used to: According to the game names of all games played by the target player, analyze the game types that match the target player, and use the target player as the matching player of the game type; based on the analysis results, count the number of matching players corresponding to each game type; According to the number of matching players corresponding to all game types, the proportion of each game type is determined.
  • the game supervision system may further include: a recommended game determination module, configured to determine a list of games recommended to the target player based on a game type matching the target player.
  • the game monitoring system obtaineds player data of a target player on more than one game platform, stores the player data in a blockchain, and performs game behavior of the target player based on the player data in the blockchain.
  • Supervision using the blockchain to store player data for multiple game platforms, and then supervising the game behavior of the target player based on the player data stored in the blockchain, this supervision method is based on the data of the target player on multiple game platforms
  • the use of the blockchain's own data can not be tampered with, to ensure the security of player data, making supervision more comprehensive and reliable, thereby improving the accuracy of game supervision results.
  • An embodiment of the present application provides a computer device including a memory, a processor, and a computer program stored in the memory and executable on the processor.
  • the processor executes the computer program, the processor is implemented as in the embodiment.
  • the steps of the game supervision method according to any one of the above.
  • FIG. 4 is a simplified block diagram of a computer device according to an embodiment of the present application.
  • the computer device 400 may include a processor 401 connected to one or more data storage tools, and the data storage tool may include a storage medium 406 and a memory unit 404.
  • the computer device 400 may further include an input interface 405 and an output interface 407 for communicating with another device or system.
  • the program code executed by the CPU of the processor 401 may be stored in the memory unit 404 or the storage medium 406.
  • the processor 401 in the computer device 400 calls the program code stored in the memory unit 404 or the storage medium 406, and performs the following steps:
  • the processor 401 when the processor 401 acquires player data of a target player on more than one game platform, it may be configured to: receive player data uploaded by more than one game platform.
  • the processor 401 when the processor 401 obtains player data of a target player on more than one game platform, it may be configured to: when a preset condition is satisfied, send a data upload instruction to more than one game platform; Receive player data uploaded by more than one game platform in response to a data upload instruction.
  • the processor 401 may be further configured as:
  • the ranking information of each game platform is determined.
  • the processor 401 when the processor 401 supervises the game behavior of the target player based on the player data in the blockchain, it can be configured as:
  • an alarm message is output to the game platform corresponding to the player who has timed out; the alert information is used to remind the player that the timeout is a minor and the game time has expired.
  • the player data includes the number of external use of the target player; when the processor 401 supervises the game behavior of the target player based on the player data in the blockchain, it can be configured as:
  • the number of external use determine whether the number of external use of the target player exceeds the number threshold, and if so, determine the target player as the marked player;
  • the prompt information is output to the game platform corresponding to the marked player, and the prompt information is used to prompt the marked player to use the external plug-in times exceeding the limit.
  • the processor 401 when the processor 401 stores player data in the blockchain, it may be configured as:
  • An embodiment of the present application provides a computer-readable storage medium.
  • the computer-readable storage medium stores a computer program.
  • the computer program is executed by a processor, the following steps are implemented:
  • the following steps may be implemented: receiving player data uploaded by more than one game platform.
  • the following steps may be implemented: when a preset condition is satisfied, sending a data upload instruction to more than one game platform; receiving more than one game platform in response to the data upload Command and upload player data.
  • the following steps may also be implemented: for each game platform, in response to receiving the player data uploaded by the game platform, counting the player data uploaded by the game platform this time According to the amount of data, determine the reward point value obtained by the game platform this time; determine the current total point value of the game platform according to the existing point value and reward point value of the game platform; according to the current value of each game platform The total score value determines the ranking information of each game platform.
  • the following steps may also be implemented: based on the player data in the blockchain, counting the total game duration of the target player on all game platforms daily to obtain the statistical result; according to The statistical results determine whether the total game duration of the target player exceeds the game duration threshold. If so, the target player is determined to be a timeout player; read the age information of the timeout player; if the age information shows that the timeout player is a minor, the The game platform outputs alarm information; the alarm information is used to indicate that the timeout player is a minor and the game time has expired.
  • the player data includes the number of external use of the target player; when the computer program is executed by the processor, the following steps can also be implemented: Count the current number of external use of the target player; determine the target player's Whether the number of external use exceeds the number threshold. If so, the target player is determined as the marked player; a prompt message is output to the game platform corresponding to the marked player, and the prompt information is used to prompt the marked player to exceed the limit of the number of external uses.
  • the following steps may also be implemented: writing player data into a designated block; sending the designated block to all storage nodes of the blockchain, so that the storage node will The specified block is added to the blockchain.

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Abstract

一种游戏监管方法、系统及计算机设备、计算机可读存储介质。该方法通过获取目标玩家在多于一个游戏平台的玩家数据(S101),将玩家数据存储在区块链中(S102),基于区块链中的玩家数据,对目标玩家的游戏行为进行监管(S103),利用区块链存储多个游戏平台的玩家数据,然后基于区块链中存储的数据对游戏玩家进行监管,这种监管方式以目标玩家在多个游戏平台的数据为基础,并且利用区块链本身数据无法篡改的特性,确保了玩家数据的安全,使得监管更加全面、可靠,进而提高了游戏监管结果的准确性,在一定程度上解决了现有技术中游戏监管比较片面性,导致游戏监管结果的准确性较低的问题。

Description

游戏监管方法、系统及计算机设备
本申请要求于2018年6月28日提交中国专利局、申请号为201810690285.4、发明名称为“游戏监管方法、系统及计算机设备、计算机可读存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及通信技术领域,尤其涉及一种游戏监管方法、系统及计算机设备。
背景技术
近年来,随着人们生活水平的不断提高,大众对于休闲娱乐的需求不断增多,这促成了游戏市场的繁荣。这里的游戏,主要是指网游、页游、手游等与网络相关的游戏。
目前,游戏平台众多,各个游戏平台各自管理自己的玩家数据,游戏平台之间数据是隔离的。在进行游戏监管时,只能在单个游戏平台之内,基于本游戏平台的数据对本游戏平台内的游戏玩家进行监管。然而,同一个玩家经常在多个游戏平台玩不同的游戏,上述监管方式会将同一个玩家在各个游戏平台的数据分别监管,这样,就造成了游戏监管的片面性,从而导致游戏监管结果的准确性较低。
申请内容
本申请实施例提供了一种游戏监管方法、系统及计算机设备,用以解决现有技术中游戏监管比较片面性,导致游戏监管结果的准确性较低的问题。
第一方面,本申请实施例提供一种游戏监管方法,所述方法包括:
获取目标玩家在多于一个游戏平台的玩家数据;
将所述玩家数据存储在区块链中;
基于所述区块链中的所述玩家数据,对所述目标玩家的游戏行为进行监管。
第二方面,本申请实施例提供一种游戏监管系统,所述系统包括:
数据获取模块,用于获取目标玩家在多于一个游戏平台的玩家数据;
存储模块,用于将所述玩家数据存储在区块链中;
监管模块,用于基于所述区块链中的所述玩家数据,对所述目标玩家的游戏行为进行监管。
第三方面,本申请实施例提供一种计算机设备,包括存储器、处理器以及存储在所述存储器中并可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现如下步骤:
获取目标玩家在多于一个游戏平台的玩家数据;
将所述玩家数据存储在区块链中;
基于所述区块链中的所述玩家数据,对所述目标玩家的游戏行为进行监管。
第四方面,本申请实施例提供一种计算机非易失性可读存储介质,所述计算机可读存储介质存储有计算机程序,所述计算机程序被处理器执行时实现如下步骤:
获取目标玩家在多于一个游戏平台的玩家数据;
将所述玩家数据存储在区块链中;
基于所述区块链中的所述玩家数据,对所述目标玩家的游戏行为进行监管。
本申请实施例具有以下有益效果:
本申请实施例,通过获取目标玩家在多于一个游戏平台的玩家数据,将玩家数据存储在区块链中,基于区块链中的玩家数据,对目标玩家的游戏行为进行监管,利用区块链存储多个游戏平台的玩家数据,然后基于区块链中存储的玩家数据对目标玩家的游戏行为进行监管,这种监管方式以目标玩家在多个游戏平台的数据为基础, 并且利用区块链本身数据无法篡改的特性,确保了玩家数据的安全,使得监管更加全面、可靠,进而提高了游戏监管结果的准确性。
附图说明
图1为本申请实施例提供的游戏监管方法的第一流程示例图。
图2为本申请实施例提供的游戏监管方法的第二流程示例图。
图3为本申请实施例提供的游戏监管系统的结构框图。
图4是本申请实施例提供的计算机设备的简化框图。
具体实施方式
为了更好的理解本申请的技术方案,下面结合附图对本申请实施例进行详细描述。
实施例一
本申请实施例提供一种游戏监管方法。本申请实施例提供的游戏监管方法执行在服务器上,该服务器上运行有区块链平台。
图1为本申请实施例提供的游戏监管方法的第一流程示例图。如图1所示,本实施例中,该游戏监管方法可以包括以下步骤:
S101,获取目标玩家在多于一个游戏平台的玩家数据。
S102,将玩家数据存储在区块链中。
S103,基于区块链中的玩家数据,对目标玩家的游戏行为进行监管。
其中,本申请实施例中的区块链可以是联盟链。联盟链本质上是一种私有链,联盟链只对特定的机构开放,其他机构可以通过授权加入或退出联盟链。
其中,各个玩家的玩家数据可以加密存储在联盟链中。例如,可以采用非对称加密方式对玩家数据进行加密存储。非对称加密通常在加密和解密过程中使用两个非对称的密码,分别称为公钥和私钥。非对称密钥对具有两个特点:一是用其中一个密钥(公钥或私钥)加密信息后,只有另一个对应的密钥才能解开。二是公钥可向其他人公 开,私钥则保密,其他人无法通过该公钥推算出相应的私钥
举例说明。游戏平台将本平台的玩家数据用联盟链的公钥加密后发送给服务器,服务器利用联盟链的私钥对接收的数据进行解密,得到明文的玩家数据,然后将玩家数据存储到联盟链中。其中,在步骤S101中,游戏平台的数量越多,游戏监管就越全面。
其中,在步骤S102中,将玩家数据存储在区块链中时,可以先对各游戏平台的玩家数据进行分类整理,然后将分类整理后的数据存储在区块链中。
步骤S103中,游戏监管的基础数据是来源于区块链的各游戏平台的玩家数据,一方面,监管以玩家在多个游戏平台的数据为基础,相对于单个游戏平台的数据,使得监管更加全面;另一方面,作为监管基础的数据是存储在区块链中的,而区块链本身具有数据无法篡改的特性,这保证了作为监管基础的数据的可信性,使得监管更加可靠。
在一个示例性的实现过程中,将玩家数据存储在区块链中,包括:将玩家数据写入指定区块中;向区块链的所有存储节点发送指定区块,以使存储节点将指定区块添加到区块链中。
在一个示例性的实现过程中,获取目标玩家在多于一个游戏平台的玩家数据,可以包括:接收多于一个游戏平台上传的玩家数据。本示例中,各游戏平台主动将本平台的目标玩家的玩家数据上传到服务器的区块链平台,服务器在有游戏平台上传数据时,通过直接接收的方式就可以获取到游戏平台的玩家数据。
在一个示例性的实现过程中,获取目标玩家在多于一个游戏平台的玩家数据,可以包括:在满足预设条件时,向多于一个游戏平台发送数据上传指令;接收多于一个游戏平台响应于数据上传指令而上传的玩家数据。本示例中,服务器通过指令请求各游戏平台上传玩家数据,是服务器主动获取各游戏平台的玩家数据的方式。
其中,预设条件是服务器中预先设置的用于触发服务器向游戏平台发送数据上传指令的条件,即服务器在满足该预设条件时,就 会向游戏平台发送数据上传指令,而不满足该预设条件时,服务器不会向游戏平台发送数据上传指令。
其中,预设条件可以根据具体应用情况确定。例如,预设条件可以是:当前距离上一次发送数据上传指令的时长达到指定时长。在此情形下,服务器可以定期向各游戏平台发送数据上传指令,以定期获取玩家数据。例如,预设条件还可以是:接收到触发指令。在此情形下,服务器可以根据不定期接收的触发指令,向各游戏平台发送数据上传指令,不定期地获取玩家数据。
在游戏平台侧,游戏平台在第一次向服务器上传玩家数据后,在以后的上传中,可以只上传自上一次上传时起到当前为止产生的新的玩家数据。
图2为本申请实施例提供的游戏监管方法的第二流程示例图。本实施例中,如图2所示,该方法可以包括以下步骤:
S201,获取目标玩家在多于一个游戏平台的玩家数据。
S202,将玩家数据存储在区块链中。
S203,基于区块链中的玩家数据,对目标玩家的游戏行为进行监管。
S204,对于每个游戏平台,响应于接收到该游戏平台上传的玩家数据,统计该游戏平台本次上传的玩家数据的数据量。
S205,根据数据量,确定该游戏平台本次获得的奖励积分值。
S206,根据该游戏平台的已有积分值和奖励积分值,确定该游戏平台的当前总积分值。
其中,游戏平台的已有积分值为游戏平台在本次上传以前每次上传玩家数据所获得的奖励积分值的累计积分值。
其中,游戏平台的积分值可以用于对游戏平台进行排名、对游戏平台进行评价、对游戏平台的信用度进行评估等等。游戏平台的积分值越高,说明该游戏平台的透明度越高,信用度越高,更加可靠,那么该游戏平台对于玩家来说就是更优质的选择。
本实施例,通过根据游戏平台每次上传的玩家数据的数据量对 游戏玩家奖励相应的积分值,有助于调动游戏平台上传玩家数据的积极性,鼓励游戏平台上传玩家数据,从而使得区块链中的玩家数据更加丰富,这样就会获得更好的监管效果。
在一个示例性的实现过程中,在图2所示实施例基础上,游戏监管方法还可以包括:根据各游戏平台的当前总积分值,确定各游戏平台的排名信息。在应用中,游戏平台的当前总积分值越高,游戏平台的排名越靠前。游戏平台的排名能够影响玩家选择游戏平台的概率。例如,游戏平台的排名越靠前,其被玩家选择的概率越高。
在一个示例性的实现过程中,将玩家数据存储在区块链中,可以包括:将玩家数据按照玩家进行分组,得到多组玩家数据,其中,每组玩家数据属于同一个玩家;将多组玩家数据存储在区块链中。本示例中,在存储玩家数据时,将同一玩家的数据汇总在一个组别中进行存储,有助于全面了解、分析玩家的游戏数据。
其中,可以通过玩家的实名认证信息、手机号或者其组合等标识一个玩家。
在一个示例性的实现过程中,基于区块链中的玩家数据,对目标玩家的游戏行为进行监管,可以包括:基于区块链中的玩家数据,统计目标玩家每日在所有游戏平台的总游戏时长,得到统计结果;根据统计结果确定目标玩家的总游戏时长是否超过游戏时长阈值,若是,则将目标玩家确定为超时玩家;读取超时玩家的年龄信息;若年龄信息显示超时玩家为未成年人,向超时玩家对应的游戏平台输出告警信息;告警信息用于提示超时玩家为未成年人且游戏时长已超时。
其中,所述的“所有游戏平台”指区块链中存储的玩家数据所涉及到的所有游戏平台。
其中,告警信息可以由区块链平台发给区块链平台中的所有游戏平台。告警信息的内容可以包括玩家在本游戏平台的用户名、账号、告警原因等等。游戏平台收到告警信息后,可以通过采取措施对玩家的游戏行为进行监管,例如,禁止当日玩家继续在本游戏平台 玩游戏。
本示例中,基于同一玩家每日在多游戏平台的总游戏时长,对未成年人的游戏行为进行监管,更加全面,效果更好,有助于更好地保护未成年人。
例如,根据传统的方案,在某一天中,未成年人甲在游戏平台A中玩游戏,达到游戏平台A的限时后,游戏平台A禁止未成年人甲当日在游戏平台A中继续玩游戏。此时未成年人甲可以转到游戏平台B中玩游戏,而不再受到游戏平台A的时间限制。如此,尽管游戏平台A已经尽到了对未成年人甲的监管责任,但是,对于未成年人甲来说,由于他还可以再转到别的游戏平台去玩,因此实际上对于未成年人甲的监管效果比较差。而根据上述示例中的方案,对于未成年人甲的游戏时间限制是基于他在区块链上所有游戏平台的总游戏时长做出的,在超时后,这些游戏平台都可以禁止未成年人甲继续玩游戏,这样就达到了对未成年人进行有效监管的目的。
在其他实施例中,如果年龄信息显示超时玩家为成年人,可以将超时玩家添加到超时成年人玩家列表中。这样,通过超时成年人玩家列表中积累的玩家名单,可以有针对性地向其中的玩家推荐游戏,以提高游戏的推广效率。
在一个示例性的实现过程中,玩家数据包括目标玩家的外挂使用次数;基于区块链中的玩家数据,对目标玩家的游戏行为进行监管,可以包括:统计目标玩家当前的外挂使用次数;根据外挂使用次数,确定目标玩家的外挂使用次数是否超过次数阈值,若是,则将目标玩家确定为标记玩家;向标记玩家对应的游戏平台输出提示信息,提示信息用于提示标记玩家使用外挂次数超限。
其中,外挂是指利用计算机技术针对一个或多个网络游戏,通过改变软件的部分程序制作而成的作弊程序。游戏外挂就是将外挂程序嫁接到游戏程序当中,通过截取并修改游戏发送到游戏服务器的数据而实现各种功能的增强。
需要说明的是,玩家当前的累计外挂使用次数是该玩家在区块 链涉及的所有游戏平台的累计外挂使用次数。
在游戏中,玩家使用外挂会破坏游戏的公平环境,从而对其他玩家造成影响。因此,在游戏中使用外挂原则上是不被允许的。然而,在游戏中使用外挂的行为是无法完全杜绝的,总会有一些玩家使用外挂。因此,是否使用外挂以及使用外挂的次数可以用于衡量一个玩家在游戏中的信用。
上述示例中,对玩家的累计外挂使用次数进行统计,并标记累计外挂使用次数超过次数阈值的玩家,可以据此对信用差的玩家进行惩罚,比如封号等。
其中,提示信息的内容可以包括:使用外挂次数超限、禁止使用外挂的说明,以及如果继续使用外挂游戏平台将会采取的惩罚措施等等。
进一步地,在上述基础上,在一个示例性的实现过程中,游戏监管方法还可以包括:根据目标玩家当前的外挂使用次数,为目标玩家设置信用值。信用值的设置原则可以是,外挂使用次数越高,信用值越低。
在一个示例性的实现过程中,玩家数据包括目标玩家所玩的游戏名称;基于区块链中的玩家数据,对目标玩家的游戏行为进行监管,包括:根据该目标玩家玩的所有游戏的游戏名称,分析与该目标玩家匹配的游戏类型,将该目标玩家作为该游戏类型的匹配玩家;基于分析的结果,统计每种游戏类型对应的匹配玩家数量;根据所有游戏类型对应的匹配玩家数量,确定各游戏类型的占比。游戏平台可以根据各游戏类型的占比,制定游戏开发策略,推荐游戏排位等等,比如研发时主要开发哪一类型的游戏等。
其中,游戏类型可以包括动作、冒险、模拟、角色扮演、休闲等等。
其中,与该目标玩家匹配的游戏类型可以通过如下方式确定:在目标玩家的所有游戏中,计算每种游戏类型的游戏数目占目标玩家的所有游戏数据的比例,比例最高的游戏类型即为与该目标玩家 匹配的游戏类型,即说明目标玩家比较偏好玩这种类型的游戏。
在上述基础上,在一个示例性的实现过程中,游戏监管方法还可以包括:基于与该目标玩家匹配的游戏类型,确定向该目标玩家推荐的游戏列表。即根据目标玩家的游戏偏好为目标玩家推荐游戏,这样有助于提升目标玩家的体验。
本申请实施例提供的游戏监管方法,通过获取目标玩家在多于一个游戏平台的玩家数据,将玩家数据存储在区块链中,基于区块链中的玩家数据,对目标玩家的游戏行为进行监管,利用区块链存储多个游戏平台的玩家数据,然后基于区块链中存储的玩家数据对目标玩家的游戏行为进行监管,这种监管方式以目标玩家在多个游戏平台的数据为基础,并且利用区块链本身数据无法篡改的特性,确保了玩家数据的安全,使得监管更加全面、可靠,进而提高了游戏监管结果的准确性。
实施例二
本申请实施例提供一种游戏监管系统,该游戏监管系统用于执行前述实施例一中的游戏监管方法。
图3为本申请实施例提供的游戏监管系统的结构框图。如图3所示,本实施例中,该系统包括:
数据获取模块310,用于获取目标玩家在多于一个游戏平台的玩家数据。
存储模块320,用于将玩家数据存储在区块链中。
监管模块330,用于基于区块链中的玩家数据,对目标玩家的游戏行为进行监管。
在一个示例性的实现过程中,数据获取模块310在用于获取目标玩家在多于一个游戏平台的玩家数据时,可以具体用于:接收多于一个游戏平台上传的玩家数据。
在一个示例性的实现过程中,数据获取模块310在用于获取目标玩家在多于一个游戏平台的玩家数据时,可以具体用于:在满足预设条件时,向多于一个游戏平台发送数据上传指令;接收多于一 个游戏平台响应于数据上传指令而上传的玩家数据。
在一个示例性的实现过程中,游戏监管系统还可以包括:上传数据量统计模块,用于对于每个游戏平台,响应于接收到该游戏平台上传的玩家数据,统计该游戏平台本次上传的玩家数据的数据量;奖励积分确定模块,用于根据数据量,确定该游戏平台本次获得的奖励积分值;总积分确定模块,用于根据该游戏平台的已有积分值和奖励积分值,确定该游戏平台的当前总积分值。
在一个示例性的实现过程中,游戏监管系统还可以包括:游戏平台排名模块,用于根据各游戏平台的当前总积分值,确定各游戏平台的排名信息。
在一个示例性的实现过程中,存储模块320在用于将玩家数据存储在区块链中时,可以具体用于:将玩家数据按照玩家进行分组,得到多组玩家数据,其中,每组玩家数据属于同一个玩家;将多组玩家数据存储在区块链中。
在一个示例性的实现过程中,存储模块320在用于将玩家数据存储在区块链中时,可以具体用于:将玩家数据写入指定区块中;向区块链的所有存储节点发送指定区块,以使存储节点将指定区块添加到区块链中。
在一个示例性的实现过程中,监管模块330在用于基于区块链中的玩家数据,对目标玩家的游戏行为进行监管时,可以具体用于:基于区块链中的玩家数据,统计目标玩家每日在所有游戏平台的总游戏时长,得到统计结果;根据统计结果确定目标玩家的总游戏时长是否超过游戏时长阈值,若是,则将目标玩家确定为超时玩家;读取超时玩家的年龄信息;若年龄信息显示超时玩家为未成年人,向超时玩家对应的游戏平台输出告警信息;告警信息用于提示超时玩家为未成年人且游戏时长已超时。
在一个示例性的实现过程中,玩家数据包括目标玩家的外挂使用次数;监管模块330在用于基于区块链中的玩家数据,对游戏进行监管时,可以具体用于:统计目标玩家当前的外挂使用次数;根据 外挂使用次数,确定目标玩家的外挂使用次数是否超过次数阈值,若是,则将目标玩家确定为标记玩家;向标记玩家对应的游戏平台输出提示信息,提示信息用于提示标记玩家使用外挂次数超限。
在一个示例性的实现过程中,游戏监管系统还可以包括:根据目标玩家当前的外挂使用次数,为目标玩家设置信用值。
在一个示例性的实现过程中,玩家数据包括目标玩家所玩的游戏名称;监管模块330在用于基于区块链中的玩家数据,对目标玩家的游戏行为进行监管时,可以具体用于:根据该目标玩家玩的所有游戏的游戏名称,分析与该目标玩家匹配的游戏类型,将该目标玩家作为该游戏类型的匹配玩家;基于分析的结果,统计每种游戏类型对应的匹配玩家数量;根据所有游戏类型对应的匹配玩家数量,确定各游戏类型的占比。
在一个示例性的实现过程中,游戏监管系统还可以包括:推荐游戏确定模块,用于基于与该目标玩家匹配的游戏类型,确定向该目标玩家推荐的游戏列表。
由于本实施例的游戏监管系统用于执行前述实施例一中的游戏监管方法,本实施例中对于游戏监管系统未详细描述的地方,请参见前述实施例一中游戏监管方法相应部分的说明。
本申请实施例提供的游戏监管系统,通过获取目标玩家在多于一个游戏平台的玩家数据,将玩家数据存储在区块链中,基于区块链中的玩家数据,对目标玩家的游戏行为进行监管,利用区块链存储多个游戏平台的玩家数据,然后基于区块链中存储的玩家数据对目标玩家的游戏行为进行监管,这种监管方式以目标玩家在多个游戏平台的数据为基础,并且利用区块链本身数据无法篡改的特性,确保了玩家数据的安全,使得监管更加全面、可靠,进而提高了游戏监管结果的准确性。
实施例三
本申请实施例提供了一种计算机设备,包括存储器、处理器以及存储在所述存储器中并可在所述处理器上运行的计算机程序,所 述处理器执行所述计算机程序时实现如实施例一中任一项所述游戏监管方法的步骤。
图4是本申请实施例提供的计算机设备的简化框图。请参见图4,该计算机设备400可以包括与一个或多个数据存储工具连接的处理器401,该数据存储工具可以包括存储介质406和内存单元404。计算机设备400还可以包括输入接口405和输出接口407,用于与另一装置或系统进行通信。被处理器401的CPU执行的程序代码可存储在内存单元404或存储介质406中。
计算机设备400中的处理器401调用存储在内存单元404或存储介质406的程序代码,执行下面各步骤:
获取目标玩家在多于一个游戏平台的玩家数据;
将玩家数据存储在区块链中;
基于区块链中的玩家数据,对目标玩家的游戏行为进行监管。
在一个示例性的实现过程中,处理器401在获取目标玩家在多于一个游戏平台的玩家数据时,可以被配置为:接收多于一个游戏平台上传的玩家数据。
在一个示例性的实现过程中,处理器401在获取目标玩家在多于一个游戏平台的玩家数据时,可以被配置为:在满足预设条件时,向多于一个游戏平台发送数据上传指令;接收多于一个游戏平台响应于数据上传指令而上传的玩家数据。
在一个示例性的实现过程中,处理器401还可以被配置为:
对于每个游戏平台,响应于接收到该游戏平台上传的玩家数据,统计该游戏平台本次上传的玩家数据的数据量;
根据数据量,确定该游戏平台本次获得的奖励积分值;
根据该游戏平台的已有积分值和奖励积分值,确定该游戏平台的当前总积分值;
根据各游戏平台的当前总积分值,确定各游戏平台的排名信息。
在一个示例性的实现过程中,处理器401在基于区块链中的玩家数据,对目标玩家的游戏行为进行监管时,可以被配置为:
基于区块链中的玩家数据,统计目标玩家每日在所有游戏平台的总游戏时长,得到统计结果;
根据统计结果确定目标玩家的总游戏时长是否超过游戏时长阈值,若是,则将目标玩家确定为超时玩家;
读取超时玩家的年龄信息;
若年龄信息显示超时玩家为未成年人,向超时玩家对应的游戏平台输出告警信息;告警信息用于提示超时玩家为未成年人且游戏时长已超时。
在一个示例性的实现过程中,玩家数据包括目标玩家的外挂使用次数;处理器401在基于区块链中的玩家数据,对目标玩家的游戏行为进行监管时,可以被配置为:
统计目标玩家当前的外挂使用次数;
根据外挂使用次数,确定目标玩家的外挂使用次数是否超过次数阈值,若是,则将目标玩家确定为标记玩家;
向标记玩家对应的游戏平台输出提示信息,提示信息用于提示标记玩家使用外挂次数超限。
在一个示例性的实现过程中,处理器401在将玩家数据存储在区块链中时,可以被配置为:
将玩家数据写入指定区块中;
向区块链的所有存储节点发送指定区块,以使存储节点将指定区块添加到区块链中。
实施例四
本申请实施例提供了一种计算机可读存储介质,该计算机可读存储介质存储有计算机程序,计算机程序被处理器执行时实现如下步骤:
获取目标玩家在多于一个游戏平台的玩家数据;
将玩家数据存储在区块链中;
基于区块链中的玩家数据,对目标玩家的游戏行为进行监管。
在一个示例性的实现过程中,计算机程序被处理器执行时还可以实现如下步骤:接收多于一个游戏平台上传的玩家数据。
在一个示例性的实现过程中,计算机程序被处理器执行时还可以实现如下步骤:在满足预设条件时,向多于一个游戏平台发送数据上传指令;接收多于一个游戏平台响应于数据上传指令而上传的玩家数据。
在一个示例性的实现过程中,计算机程序被处理器执行时还可以实现如下步骤:对于每个游戏平台,响应于接收到该游戏平台上传的玩家数据,统计该游戏平台本次上传的玩家数据的数据量;根据数据量,确定该游戏平台本次获得的奖励积分值;根据该游戏平台的已有积分值和奖励积分值,确定该游戏平台的当前总积分值;根据各游戏平台的当前总积分值,确定各游戏平台的排名信息。
在一个示例性的实现过程中,计算机程序被处理器执行时还可以实现如下步骤:基于区块链中的玩家数据,统计目标玩家每日在所有游戏平台的总游戏时长,得到统计结果;根据统计结果确定目标玩家的总游戏时长是否超过游戏时长阈值,若是,则将目标玩家确定为超时玩家;读取超时玩家的年龄信息;若年龄信息显示超时玩家为未成年人,向超时玩家对应的游戏平台输出告警信息;告警信息用于提示超时玩家为未成年人且游戏时长已超时。
在一个示例性的实现过程中,玩家数据包括目标玩家的外挂使用次数;计算机程序被处理器执行时还可以实现如下步骤:统计目标玩家当前的外挂使用次数;根据外挂使用次数,确定目标玩家的外挂使用次数是否超过次数阈值,若是,则将目标玩家确定为标记玩家;向标记玩家对应的游戏平台输出提示信息,提示信息用于提示标记玩家使用外挂次数超限。
在一个示例性的实现过程中,计算机程序被处理器执行时还可以实现如下步骤:将玩家数据写入指定区块中;向区块链的所有存储节点发送指定区块,以使存储节点将指定区块添加到区块链中。
以上所述仅为本申请的较佳实施例而已,并不用以限制本申请,凡在本申请的精神和原则之内,所做的任何修改、等同替换、改进等,均应包含在本申请保护的范围之内。

Claims (20)

  1. 一种游戏监管方法,其特征在于,所述方法包括:
    获取目标玩家在多于一个游戏平台的玩家数据;
    将所述玩家数据存储在区块链中;
    基于所述区块链中的所述玩家数据,对所述目标玩家的游戏行为进行监管。
  2. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    对于每个游戏平台,响应于接收到该游戏平台上传的玩家数据,统计该游戏平台本次上传的玩家数据的数据量;
    根据所述数据量,确定该游戏平台本次获得的奖励积分值;
    根据该游戏平台的已有积分值和所述奖励积分值,确定该游戏平台的当前总积分值;
    根据各游戏平台的当前总积分值,确定各游戏平台的排名信息。
  3. 根据权利要求1所述的方法,其特征在于,所述基于所述区块链中的玩家数据,对所述目标玩家的游戏行为进行监管,包括:
    基于所述区块链中的所述玩家数据,统计所述目标玩家每日在所有游戏平台的总游戏时长,得到统计结果;
    根据所述统计结果确定所述目标玩家的总游戏时长是否超过游戏时长阈值,若是,则将所述目标玩家确定为超时玩家;
    读取所述超时玩家的年龄信息;
    若所述年龄信息显示所述超时玩家为未成年人,向所述超时玩家对应的游戏平台输出告警信息;所述告警信息用于提示所述超时玩家为未成年人且游戏时长已超时。
  4. 根据权利要求1所述的方法,其特征在于,所述玩家数据包括所述目标玩家的外挂使用次数;
    所述基于所述区块链中的所述玩家数据,对所述目标玩家的游戏行为进行监管,包括:
    统计所述目标玩家当前的外挂使用次数;
    根据所述外挂使用次数,确定所述目标玩家的外挂使用次数是 否超过次数阈值,若是,则将所述目标玩家确定为标记玩家;
    向所述标记玩家对应的游戏平台输出提示信息,所述提示信息用于提示所述标记玩家使用外挂次数超限。
  5. 根据权利要求1所述的方法,其特征在于,所述将所述玩家数据存储在区块链中,包括:
    将所述玩家数据写入指定区块中;
    向所述区块链的所有存储节点发送所述指定区块,以使所述存储节点将所述指定区块添加到所述区块链中。
  6. 一种游戏监管系统,其特征在于,所述系统包括:
    数据获取模块,用于获取目标玩家在多于一个游戏平台的玩家数据;
    存储模块,用于将所述玩家数据存储在区块链中;
    监管模块,用于基于所述区块链中的所述玩家数据,对所述目标玩家的游戏行为进行监管。
  7. 根据权利要求6所述的系统,其特征在于,所述系统还包括:
    上传数据量统计模块,用于对于每个游戏平台,响应于接收到该游戏平台上传的玩家数据,统计该游戏平台本次上传的玩家数据的数据量;
    奖励积分确定模块,用于根据所述数据量,确定该游戏平台本次获得的奖励积分值;
    总积分确定模块,用于根据该游戏平台的已有积分值和所述奖励积分值,确定该游戏平台的当前总积分值;
    游戏平台排名模块,用于根据各游戏平台的当前总积分值,确定各游戏平台的排名信息。
  8. 根据权利要求6所述的系统,其特征在于,所述监管模块具体用于:
    基于所述区块链中的所述玩家数据,统计所述目标玩家每日在所有游戏平台的总游戏时长,得到统计结果;
    根据所述统计结果确定所述目标玩家的总游戏时长是否超过游 戏时长阈值,若是,则将所述目标玩家确定为超时玩家;
    读取所述超时玩家的年龄信息;
    若所述年龄信息显示所述超时玩家为未成年人,向所述超时玩家对应的游戏平台输出告警信息;所述告警信息用于提示所述超时玩家为未成年人且游戏时长已超时。
  9. 根据权利要求6所述的系统,其特征在于,所述玩家数据包括所述目标玩家的外挂使用次数;所述监管模块具体用于:
    统计所述目标玩家当前的外挂使用次数;
    根据所述外挂使用次数,确定所述目标玩家的外挂使用次数是否超过次数阈值,若是,则将所述目标玩家确定为标记玩家;
    向所述标记玩家对应的游戏平台输出提示信息,所述提示信息用于提示所述标记玩家使用外挂次数超限。
  10. 根据权利要求6所述的系统,其特征在于,所述存储模块具体用于:
    将所述玩家数据写入指定区块中;
    向所述区块链的所有存储节点发送所述指定区块,以使所述存储节点将所述指定区块添加到所述区块链中。
  11. 一种计算机设备,包括存储器、处理器以及存储在所述存储器中并可在所述处理器上运行的计算机程序,其特征在于,所述处理器执行所述计算机程序时实现如下步骤:
    获取目标玩家在多于一个游戏平台的玩家数据;
    将所述玩家数据存储在区块链中;
    基于所述区块链中的所述玩家数据,对所述目标玩家的游戏行为进行监管。
  12. 根据权利要求11所述的计算机设备,其特征在于,所述处理器执行所述计算机程序时还实现如下步骤:
    对于每个游戏平台,响应于接收到该游戏平台上传的玩家数据,统计该游戏平台本次上传的玩家数据的数据量;
    根据所述数据量,确定该游戏平台本次获得的奖励积分值;
    根据该游戏平台的已有积分值和所述奖励积分值,确定该游戏平台的当前总积分值;
    根据各游戏平台的当前总积分值,确定各游戏平台的排名信息。
  13. 根据权利要求11所述的计算机设备,其特征在于,所述处理器执行所述计算机程序时还实现如下步骤:
    基于所述区块链中的所述玩家数据,统计所述目标玩家每日在所有游戏平台的总游戏时长,得到统计结果;
    根据所述统计结果确定所述目标玩家的总游戏时长是否超过游戏时长阈值,若是,则将所述目标玩家确定为超时玩家;
    读取所述超时玩家的年龄信息;
    若所述年龄信息显示所述超时玩家为未成年人,向所述超时玩家对应的游戏平台输出告警信息;所述告警信息用于提示所述超时玩家为未成年人且游戏时长已超时。
  14. 根据权利要求11所述的计算机设备,其特征在于,所述玩家数据包括所述目标玩家的外挂使用次数;所述处理器执行所述计算机程序时还实现如下步骤:
    统计所述目标玩家当前的外挂使用次数;
    根据所述外挂使用次数,确定所述目标玩家的外挂使用次数是否超过次数阈值,若是,则将所述目标玩家确定为标记玩家;
    向所述标记玩家对应的游戏平台输出提示信息,所述提示信息用于提示所述标记玩家使用外挂次数超限。
  15. 根据权利要求11所述的计算机设备,其特征在于,所述处理器执行所述计算机程序时还实现如下步骤:
    将所述玩家数据写入指定区块中;
    向所述区块链的所有存储节点发送所述指定区块,以使所述存储节点将所述指定区块添加到所述区块链中。
  16. 一种计算机非易失性可读存储介质,所述计算机可读存储介质存储有计算机程序,其特征在于,所述计算机程序被处理器执行时实现如下步骤:
    获取目标玩家在多于一个游戏平台的玩家数据;
    将所述玩家数据存储在区块链中;
    基于所述区块链中的所述玩家数据,对所述目标玩家的游戏行为进行监管。
  17. 根据权利要求16所述的计算机非易失性可读存储介质,其特征在于,所述计算机程序被处理器执行时还实现如下步骤:
    对于每个游戏平台,响应于接收到该游戏平台上传的玩家数据,统计该游戏平台本次上传的玩家数据的数据量;
    根据所述数据量,确定该游戏平台本次获得的奖励积分值;
    根据该游戏平台的已有积分值和所述奖励积分值,确定该游戏平台的当前总积分值;
    根据各游戏平台的当前总积分值,确定各游戏平台的排名信息。
  18. 根据权利要求16所述的计算机非易失性可读存储介质,其特征在于,所述计算机程序被处理器执行时还实现如下步骤:
    基于所述区块链中的所述玩家数据,统计所述目标玩家每日在所有游戏平台的总游戏时长,得到统计结果;
    根据所述统计结果确定所述目标玩家的总游戏时长是否超过游戏时长阈值,若是,则将所述目标玩家确定为超时玩家;
    读取所述超时玩家的年龄信息;
    若所述年龄信息显示所述超时玩家为未成年人,向所述超时玩家对应的游戏平台输出告警信息;所述告警信息用于提示所述超时玩家为未成年人且游戏时长已超时。
  19. 根据权利要求16所述的计算机非易失性可读存储介质,其特征在于,所述玩家数据包括所述目标玩家的外挂使用次数;所述计算机程序被处理器执行时还实现如下步骤:
    统计所述目标玩家当前的外挂使用次数;
    根据所述外挂使用次数,确定所述目标玩家的外挂使用次数是否超过次数阈值,若是,则将所述目标玩家确定为标记玩家;
    向所述标记玩家对应的游戏平台输出提示信息,所述提示信息 用于提示所述标记玩家使用外挂次数超限。
  20. 根据权利要求16所述的计算机非易失性可读存储介质,其特征在于,所述计算机程序被处理器执行时还实现如下步骤:
    将所述玩家数据写入指定区块中;
    向所述区块链的所有存储节点发送所述指定区块,以使所述存储节点将所述指定区块添加到所述区块链中。
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