Remote anti-tampering identification and anti-cheating detection method for chess and card game equipment
By using the data interaction terminal to detect data interaction information in the relationship between the player side and the data collection terminal, the problem of detecting cheating behavior in offline chess and card games is solved, timely reminding and preventing cheating behavior is achieved, and the fairness of the game is ensured and the fairness of the game is guaranteed. Experience.
Patent Information
- Application Number
- CN202110351559.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-03-31
- Publication Date
- 2025-01-03
- Estimated Expiration
- 2041-03-31
AI Technical Summary
The existing technology cannot effectively detect and prevent players from cheating through instant messaging software in offline chess and card games, destroying game fairness.
By establishing associations with the data acquisition end on the player side, using the data interaction end to detect data interaction information, determine whether to connect to the same data acquisition end for data interaction, and send a reminder to the player side when cheating is detected to prevent cheating.
Effectively detect and prevent cheating in offline chess and card games, ensure game fairness, enhance game experience, and improve system security through terminal programs coverage and upgrades.
Smart Images

Figure CN113058269B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of data processing, and in particular to a remote anti-tampering identification and anti-cheating detection method for chess and card game equipment. Background Art
[0002] Chess and card games have the advantages of being educational and relieving stress, so they are deeply loved by the public in today's society. Some people are fond of offline chess and card games because offline games focus more on face-to-face, person-to-person communication and promote emotional exchanges between people while playing games.
[0003] With the development of science and technology, offline chess and card games have become more intelligent, simplifying the complicated game process and improving the experience of game players, such as automatic card coding and automatic settlement in mahjong games, and automatic card dealing in poker games. To achieve automatic settlement of offline games, the current solution is to set up a data collector, and establish an association between the data collector and the player terminal carried by the game player. The data collector continuously collects the desktop situation during the game, and then analyzes the game events and game objects based on the collected desktop situation. For example, in the mahjong game, the game event obtained by analysis is Ming Gang, and the corresponding game objects are the point Gang player and the Gang player. At the end of the game, all the analysis results during the game are counted to obtain the result of this game. The data collector sends the game result to the associated player terminal, or uses projection, broadcasting, etc. to inform the game result, so as to achieve automatic settlement of offline games.
[0004] However, in offline games, players can communicate through instant messaging software, and they may inform each other of the chess and cards in their hands, or discuss how to play the cards, which will undermine the fairness of the game. Summary of the invention
[0005] The present invention aims to provide a remote anti-tampering identification and anti-cheating detection method for chess and card game equipment to solve the technical problem that the prior art cannot detect cheating behavior of game players during offline games.
[0006] The present invention provides the following basic scheme:
[0007] The remote anti-tampering identification and anti-cheating detection method of chess and card game equipment includes the following contents:
[0008] The players of the same game are associated with the same data collection terminal;
[0009] The player end establishes an association with the data interaction end, and the player ends exchange data through the data interaction end;
[0010] The data interaction terminal detects the data interaction information of the player terminal, and determines whether the player terminal connected to the same data collection terminal is detected to be interacting with data;
[0011] When data interaction is detected between a player terminal connected to the same data collection terminal, a reminder is sent to the corresponding player terminal.
[0012] Beneficial effects of the basic solution: Establishing a connection between the data collection end and the player end makes it easier to push relevant information to the player end, such as game results, promotions, public service advertisements, etc. At the same time, the game data collected by the data collection end can also be sent to the player end for the player end to view and learn.
[0013] Establish an association between the player end and the data interaction end. The data interaction end allows the player end to interact with data. During data interaction, detect the data interaction information to determine whether the player end connected to the same data collection end is detected to interact with data. While establishing the association, seek permission from the player end, and detect the data interaction information if permission is obtained. During the detection, it is also possible not to detect the content involved in the data interaction information, that is, not to detect the information sent by the player, but to detect the information required for transmitting the data interaction information.
[0014] When it is detected that the player terminal connected to the same data collection terminal is interacting with data, it means that the game players of the same game are communicating through instant messaging software. The player terminal connected to the same data collection terminal is the player terminal used by the game players of the same game. Taking the mahjong game as an example, the game players of the same game are the game players at the same mahjong table. Since offline games are face-to-face communication, but the game players of the same game communicate through the player terminal, it means that the game players are very likely to inform each other of the chess and cards in their hands, or discuss the situation of playing cards, that is, there may be cheating behavior, so a reminder is issued to the corresponding player terminal. By issuing a reminder, when a game player cheats, the reminder is used to prompt the game player to give up the cheating behavior, and at the same time, the reminder is used to prompt the game player to focus on the game.
[0015] By adopting this solution, the data interaction information of the player terminals used by the game players in the game venue is detected, so as to determine whether the game players in the same game have cheated, and when cheating occurs, timely reminders are given to ensure the fairness of the game.
[0016] Furthermore, the following are also included:
[0017] When the player end establishes an association with the data collection end, the player end obtains the terminal program and loads it.
[0018] Beneficial effects: The player end is a smart device used by game players, and the terminal program is a terminal software that realizes corresponding functions such as establishing association with the data collection end and data transmission. There may be a situation where the terminal program loaded by the player end is rewritten. Therefore, when the player end and the data collection end are associated, the terminal program is reloaded to overwrite the original terminal program of the player end, thereby avoiding the situation where the terminal program of the player terminal is rewritten. At the same time, when the terminal program is upgraded, the reloaded terminal program is the upgraded terminal program, so that game players can experience new functions at the first time, improving the game player's experience.
[0019] Furthermore, the following are also included:
[0020] When the player end obtains the terminal program and loads it, if it cannot be loaded or the loading fails, the association between the player end and the data collection end is cancelled.
[0021] Beneficial effect: When the player end has insufficient memory or the rewritten terminal program on the player end cannot be overwritten, that is, when it cannot be loaded or fails to load, the association between the player end and the data collection end is cancelled. After the player end and the data collection end are associated, game data will be exchanged during the game. Therefore, in order to avoid the leakage of game data and ensure the privacy and fairness of game players, the player end where the terminal program may be rewritten cannot be associated with the data collection end.
[0022] Further, when the player terminal establishes an association with the data interaction terminal, the data interaction terminal locates the player terminal.
[0023] Beneficial effect: Locate the player end, and know the location of the game player by knowing the location of the player end.
[0024] Further, when the player terminal establishes an association with the data interaction terminal, the user identification of the player terminal is obtained, and the user identification of the player terminal of the common game is associated and stored;
[0025] The data interaction end detects the data interaction information of the player end and determines whether the player end connected to the same data collection end is detected to be interacting with the data, specifically including the following contents:
[0026] The data interaction terminal receives the data interaction information sent by the player terminal, where the data interaction information includes a sending identifier and a receiving identifier;
[0027] Analyze whether the sending identifier and the receiving identifier are associated according to the sending identifier, the receiving identifier and the recorded user identifier;
[0028] When the sending identifier and the receiving identifier are associated, it is determined that the player terminals connected to the same data collection terminal are performing data interaction.
[0029] Beneficial effects: The user ID is a unique ID for each game player. Game players who play the same game are associated, and the associated game players have a relationship of interest. Detect data interaction information. Since the data interaction information needs to be transmitted to a designated person, the sender and receiver of the data interaction information are represented by the sending ID and the receiving ID, thereby realizing the transmission of the data interaction information. Determine whether the sending ID and the receiving ID involved in the data interaction information are recorded and associated user IDs. If so, it means that the game players who play the same game are interacting with data. Determine whether the game players who play the same game are communicating during the game by sending the ID, receiving the ID, and the recorded user ID, thereby determining whether the game players who play the same game are cheating.
[0030] Furthermore, the data interaction terminal detects the data interaction information of the player terminal to determine whether the player terminal connected to the same data collection terminal is detected to be interacting with the data, specifically including the following contents:
[0031] The data interaction terminal receives data interaction information A sent by the player terminal;
[0032] Generate the amount of sent data according to the data interaction information A, obtain the sending time, and associate and store the amount of sent data and the sending time;
[0033] The data interaction terminal sends the data interaction information A to the communication server;
[0034] The data interaction terminal receives the data interaction information B sent by the communication server;
[0035] Generate the received data volume according to the data interaction information B and obtain the receiving time;
[0036] Determine whether data interaction information A and data interaction information B are the same data interaction information according to the amount of sent data, the sending time, the amount of received data, and the receiving time;
[0037] When the data interaction information A and the data interaction information B are the same data interaction information, it is determined that the player terminals connected to the same data collection terminal are performing data interaction.
[0038] Beneficial effect: Since the content of data interaction information is different, the corresponding data volume reflected is different. At the same time, due to the timeliness of communication in instant messaging software, whether data interaction information A and data interaction information B are the same data interaction information is judged based on the data volume and corresponding time of data interaction information A and data interaction information B, thereby judging whether game players of the same game communicate during the game, and further judging whether game players of the same game have cheated.
[0039] Further, judging whether the data interaction information A and the data interaction information B are the same data interaction information according to the amount of sent data, the sending time, the amount of received data and the receiving time, specifically includes the following contents:
[0040] When the receiving time is obtained, the time difference between the stored sending time and the receiving time is calculated to determine whether the time difference is less than a preset time threshold;
[0041] When the time difference is less than the time threshold, the data difference between the corresponding sent data amount and the received data amount is calculated to determine whether the data difference is not greater than the preset data threshold;
[0042] When the data difference is not greater than the data threshold, it is determined that the data interaction information A and the data interaction information B are the same data interaction information.
[0043] Beneficial effects: A two-level judgment method is adopted. The first level judgment is based on the timeliness of instant messaging software communication to judge whether the difference between the receiving and sending time of data interaction information A and data interaction information B is small. The second level judgment is based on the situation that the data volume reflects the content of data interaction to judge whether the difference between the amount of sent data and the amount of received data is small. The two-level judgment method is adopted to judge whether data interaction information A and data interaction information B are the same data interaction information, which improves the accuracy of the judgment result, thereby improving the accuracy of the judgment of cheating behavior.
[0044] Further, judging whether the data interaction information A and the data interaction information B are the same data interaction information according to the amount of sent data, the sending time, the amount of received data and the receiving time, specifically includes the following contents:
[0045] Obtain the current time in real time, calculate the time difference between the current time and the stored sending time, and determine whether the time difference is greater than the preset time threshold;
[0046] When the time difference is greater than the time threshold, the corresponding sending time and the associated stored sending data volume are deleted;
[0047] When the received data volume is generated, the data difference between the stored sent data volume and the received data volume is calculated to determine whether the data difference is not greater than a preset data threshold;
[0048] When the data difference is not greater than the data threshold, it is determined that the data interaction information A and the data interaction information B are the same data interaction information.
[0049] Beneficial effect: According to the current time, the stored sending time is deleted, and only the sending data with a shorter time interval with the current time is retained, thereby reducing the stored information. At the same time, when calculating the data difference between the sending data volume and the receiving data volume, the amount of sending data volume required to be calculated is reduced, thereby improving the data processing speed.
[0050] Furthermore, the player end includes a player terminal and a non-player terminal, and also includes the following:
[0051] The data interaction terminal detects the data interaction information of the player terminal and determines whether data interaction between the player terminal and the non-player terminal is detected;
[0052] When the data interaction terminal detects that the player terminal and the non-player terminal are interacting with each other, a reminder is sent to the corresponding player terminal and the non-player terminal.
[0053] Beneficial effects: The player terminal is a player terminal that is associated with both the data collection terminal and the data interaction terminal, and the non-player terminal is a player terminal that is associated with the data interaction terminal, that is, the non-player terminal is not associated with the data collection terminal. In addition to game players, there are also non-game players watching in the offline game venue. Non-game players and game players may also inform each other of the chess and cards in their hands through instant messaging software, or discuss playing cards. Therefore, the data interaction between the player terminal and the non-player terminal is detected, and a reminder is issued when cheating behavior is detected.
[0054] Furthermore, the following are also included:
[0055] When the player terminal establishes an association with the data interaction terminal, the data interaction terminal locates the player terminal, obtains the location information of the player terminal and stores it;
[0056] When the data interaction terminal detects that the player terminal is interacting with the non-player terminal, the positioning information of the corresponding player terminal and the non-player terminal is obtained, and the distance between the player terminal and the non-player terminal is analyzed according to the positioning information to determine whether it is less than a preset distance threshold;
[0057] When the distance between the player terminal and the non-player terminal is less than a distance threshold, a reminder is sent to the corresponding player terminal and the non-player terminal.
[0058] Beneficial effect: Data interaction detection is performed based on the data interaction information between the player terminal and the non-player terminal. When data interaction between the player terminal and the non-player terminal is detected, the positioning information of the game player and the non-game player is combined to analyze whether the non-game player can view the game information of other players playing the game with the game player, so as to determine whether cheating is likely to occur between the game player and the non-game player, thereby improving the accuracy of detecting cheating. BRIEF DESCRIPTION OF THE DRAWINGS
[0059] Figure 1 This is a flow chart of Example 1 of the remote anti-tampering identification and anti-cheating detection method for chess and card game equipment of the present invention. DETAILED DESCRIPTION
[0060] The following is further described in detail through specific implementation methods:
[0061] Embodiment 1
[0062] Remote anti-tampering identification and anti-cheating detection method for chess and card game equipment, as attached Figure 1 As shown, including the following:
[0063] S1: The player terminals of the common game are associated with the same data collection terminal. The player terminal is a smart device used by the game player. In this embodiment, the player terminal is a mobile phone. The player terminal of the common game is the player terminal used by the game players who participate in the same game. Taking the mahjong game as an example, a game of mahjong requires four game players. The four game players are the game players of the common game, and the player terminals used by them are the player terminals of the common game.
[0064] In this embodiment, the data collection terminal has a unique identifier, and the player terminal establishes an association with the data collection terminal by scanning the unique identifier, such as scanning a QR code.
[0065] S2: When the player terminal establishes an association with the data collection terminal, the player terminal obtains and loads the terminal program. When the player terminal obtains and loads the terminal program, the loading result is obtained, and the loading result includes loading success, loading failure, and loading failure. When the loading result is loading failure or loading failure, the association between the player terminal and the data collection terminal is cancelled.
[0066] The terminal program is the terminal software that realizes the corresponding functions such as establishing association with the data collection terminal and data transmission. When the player terminal establishes association with the data collection terminal, the terminal program is reloaded to overwrite the original terminal program of the player terminal, thereby avoiding the situation where the terminal program of the player terminal is rewritten.
[0067] When the player end has insufficient memory or the rewritten terminal program cannot be overwritten, that is, it cannot be loaded or fails to load, the player end is disconnected from the data collection end. For the player end where the terminal program may be rewritten, it cannot be associated with the data collection end.
[0068] S3: The player end establishes an association with the data interaction end, and the player ends interact with each other through the data interaction end. Specifically, the player ends interact with each other through the data interaction end, including the following contents:
[0069] The player end obtains data interaction information A and sends it to the data interaction end;
[0070] The data interaction terminal receives the data interaction information A and sends it to the communication server of the instant messaging software;
[0071] The data interaction terminal receives the data interaction information B sent by the communication server and sends it to the player terminal.
[0072] S4: When the player terminal establishes an association with the data interaction terminal, the data interaction terminal locates the player terminal. In this embodiment, the data interaction terminal is a WIFI device, the data interaction terminal is connected to the player terminal via WIFI, and the player terminal is located via WIFI. WIFI positioning is an existing technology, so it will not be described in detail. In other embodiments, the data interaction terminal is integrated into the data collection terminal.
[0073] S5: The data interaction terminal detects the data interaction information of the player terminal, and determines whether the player terminal connected to the same data collection terminal is detected to be interacting with data. In this embodiment, the data interaction information is detected by using the existing technology, so as to know whether the player terminal interacting with data is the player terminal of the same data collection terminal. For example, by cooperating with the developer of the instant messaging software, the two parties corresponding to the data interaction information are obtained, so as to determine whether the player terminal connected to the same data collection terminal is interacting with data, that is, whether the game players of the same game are communicating online.
[0074] S6: When it is detected that a player terminal connected to the same data collection terminal is interacting with data, a reminder is sent to the corresponding player terminal.
[0075] Since offline games are face-to-face interactions, but gamers playing together communicate through the player end, it means that the game players are very likely to inform each other of the chess and cards in their hands, or discuss how to play the cards, which means cheating may exist, so reminders are issued to the corresponding player end.
[0076] By adopting this solution, the data interaction information of the player terminals used by the game players in the game venue is detected, so as to determine whether the game players in the same game have cheated, and when cheating occurs, timely reminders are given to ensure the fairness of the game.
[0077] Embodiment 2
[0078] The difference between this embodiment and the first embodiment is that: Step S5: the data interaction end detects the data interaction information of the player end, and determines whether the player end connected to the same data collection end is detected to be interacting with the data. Specifically, there are two ways:
[0079] Method 1:
[0080] Step S3 also includes the following steps:
[0081] When the player terminal establishes an association with the data interaction terminal, the user identification of the player terminal is obtained, and the user identification of the player terminal of the common game is associated and stored.
[0082] The user ID is a unique ID for each game player. By associating the user IDs, game players playing the same game are associated.
[0083] Step S5: specifically includes the following contents:
[0084] S501: The data interaction terminal receives data interaction information sent by the player terminal, and the data interaction information includes a sending identifier, a receiving identifier, and interaction information. The sending identifier is the user identifier of the game player who sends the interaction information, and the receiving player is the user identifier of the game player who receives the interaction information. The sending identifier and the receiving identifier are obtained by analyzing the data interaction information using existing analysis software, and can also cooperate with the developer of the instant messaging software. During data interaction, only the interaction information is encrypted, and the sending identifier and the receiving identifier are in plain text.
[0085] S502: Analyze whether the sending identifier and the receiving identifier are associated according to the sending identifier, the receiving identifier and the recorded user identifier. Specifically, call the recorded user identifier, match according to the sending identifier, the receiving identifier and the user identifier, and when there is a match between the sending identifier and the user identifier, and when there is a match between the receiving identifier and the user identifier, determine whether there is an association between the matching item of the sending identifier and the matching item of the receiving identifier. When the two matching items are associated, it is determined that the sending identifier and the receiving identifier are associated.
[0086] S503: When the sending identifier and the receiving identifier are associated, it is determined that the player terminal connected to the same data collection terminal performs data interaction.
[0087] Method 2:
[0088] Step S5: specifically includes the following contents:
[0089] S501: The data interaction terminal receives data interaction information A sent by the player terminal.
[0090] S502: Generate a sent data volume according to data interaction information A, obtain a sending time, and store the sent data volume and the sending time in association. The sent data volume reflects the data size of data interaction information A, and the sending time is the time when data interaction information A is received.
[0091] S503: The data interaction terminal sends the data interaction information A to the communication server, which is a service used by the instant messaging software.
[0092] S504: The data interaction terminal receives data interaction information B sent by the communication server.
[0093] S505: Generate a received data volume and obtain a receiving time according to the data interaction information B. The received data volume reflects the data size of the data interaction information B, and the receiving time is the time when the data interaction information B is received.
[0094] S506: Determine whether the data interaction information A and the data interaction information B are the same data interaction information according to the amount of sent data, the sending time, the amount of received data and the receiving time.
[0095] In this embodiment, step S506 specifically includes: obtaining the current time in real time, calculating the time difference between the current time and the stored sending time, and determining whether the time difference is greater than a preset time threshold.
[0096] When the time difference is greater than the time threshold, the corresponding sending time and the associated stored sending data volume are deleted.
[0097] When the received data volume is generated, the data difference between the stored sent data volume and the received data volume is calculated to determine whether the data difference is not greater than a preset data threshold.
[0098] When the data difference is not greater than the data threshold, that is, the amount of sent data and the amount of received data are the same, it is determined that the data interaction information A and the data interaction information B are the same data interaction information.
[0099] In other embodiments, step S506 is specifically:
[0100] When the receiving time is obtained, the time difference between the stored sending time and the receiving time is calculated to determine whether the time difference is less than a preset time threshold.
[0101] When the time difference is less than the time threshold, the data difference between the corresponding sent data amount and the received data amount is calculated to determine whether the data difference is not greater than a preset data threshold.
[0102] When the data difference is not greater than the data threshold, it is determined that the data interaction information A and the data interaction information B are the same data interaction information.
[0103] The time threshold is determined according to the data transmission speed of the data interaction end. If the data transmission speed is fast, the time threshold is short, otherwise, the time threshold is long. The data threshold is determined according to the error between the amount of sent data and the amount of received data. The smaller the error between the amount of sent data and the actual amount of data interaction information A, the smaller the data threshold, otherwise, the larger the data threshold. In this embodiment, the time threshold is 5 seconds and the data threshold is 0, that is, it is determined whether the amount of sent data is the same as the amount of received data.
[0104] S507: When the data interaction information A and the data interaction information B are the same data interaction information, it is determined that the player terminals connected to the same data collection terminal perform data interaction.
[0105] In this embodiment, step S5 uses method 1. Due to the different contents of the data interaction information, the corresponding data volume reflected is different. At the same time, due to the timeliness of instant messaging software communication, based on the data volume and corresponding time of the data interaction information A and the data interaction information B, it is determined whether the data interaction information A and the data interaction information B are the same data interaction information, thereby determining whether the game players of the same game communicate during the game, and further determining whether the game players of the same game have cheated.
[0106] Embodiment 3
[0107] The difference between this embodiment and the first embodiment is that the behaviors of game players and non-game players are detected to reduce the possibility of cheating by game players and non-game players.
[0108] The player end includes the player terminal and the non-player terminal. The player terminal is the player terminal that is associated with both the data collection end and the data interaction end, and the non-player terminal is the player terminal that is associated with the data interaction end, that is, the non-player terminal is not associated with the data collection end.
[0109] Step S4 also includes the following content: when the player terminal is associated with the data interaction terminal, the data interaction terminal locates the player terminal, obtains and stores the positioning information of the player terminal. The positioning information is the coordinate information of the player terminal and the non-player terminal in the game venue, reflecting the positions of the game players and the non-game players.
[0110] Step S5 also includes the following contents: the data interaction terminal detects the data interaction information of the player terminal, and determines whether data interaction between the player terminal and the non-player terminal is detected.
[0111] Step S6 also includes the following contents: when the data interaction terminal detects that the player terminal and the non-player terminal are interacting with each other, the positioning information of the corresponding player terminal and the non-player terminal is obtained, and whether the distance between the player terminal and the non-player terminal is less than a preset distance threshold is analyzed according to the positioning information; when the distance between the player terminal and the non-player terminal is less than the distance threshold, a reminder is sent to the corresponding player terminal and the non-player terminal. Among them, analyzing whether the distance between the player terminal and the non-player terminal is less than the preset distance threshold according to the positioning information specifically includes the following contents:
[0112] The terminal distance between the player terminal and the non-player terminal is calculated based on the positioning information of the player terminal and the non-player terminal, and it is determined whether the terminal distance is less than a preset distance threshold. The distance threshold is used to determine whether a non-game player using a non-game terminal can view the game information of other players playing the game with the game player using the player terminal. In this embodiment, the distance threshold is 5 meters.
[0113] In addition to game players, there are also non-game players watching in offline game venues. Non-game players and game players may also inform each other of the chess and cards in their hands or discuss how to play cards through instant messaging software. Therefore, the data interaction between the player terminal and the non-player terminal is detected, and the location information of the game player and the non-game player is combined to analyze whether the non-game player can view the game information of other players playing the game with the game player, so as to determine whether cheating may occur between the game player and the non-game player, thereby improving the accuracy of detecting cheating, thereby reminding the game players in time and ensuring the fairness of the game.
[0114] The above is only an embodiment of the present invention. The common sense such as the known specific structure and characteristics in the scheme is not described in detail here. The ordinary technicians in the relevant field know all the common technical knowledge in the technical field of the invention before the application date or priority date, can obtain all the existing technologies in the field, and have the ability to apply the conventional experimental means before that date. The ordinary technicians in the relevant field can improve and implement this scheme in combination with their own abilities under the enlightenment given by this application. Some typical known structures or known methods should not become obstacles for ordinary technicians in the relevant field to implement this application. It should be pointed out that for those skilled in the art, without departing from the structure of the present invention, several deformations and improvements can be made, which should also be regarded as the protection scope of the present invention, which will not affect the effect of the implementation of the present invention and the practicality of the patent. The protection scope required by this application shall be based on the content of its claims, and the specific implementation methods and other records in the specification can be used to interpret the content of the claims.
Claims
1. A remote anti-tampering identification and anti-cheating detection method for chess and card game equipment, characterized in that: Includes the following: The players of the same game are associated with the same data collection terminal; The player end establishes an association with the data interaction end, and the player ends exchange data through the data interaction end; The data interaction terminal detects the data interaction information of the player terminal, and determines whether the player terminal connected to the same data collection terminal is detected to be interacting with data; When it is detected that a player terminal connected to the same data collection terminal is interacting with data, a reminder is sent to the corresponding player terminal; The data interaction end detects the data interaction information of the player end and determines whether the player end connected to the same data collection end is detected to be interacting with the data, specifically including the following contents: The data interaction terminal receives data interaction information A sent by the player terminal; Generate the amount of sent data according to the data interaction information A, obtain the sending time, and associate and store the amount of sent data and the sending time; The data interaction terminal sends the data interaction information A to the communication server; The data interaction terminal receives the data interaction information B sent by the communication server; Generate the received data volume according to the data interaction information B and obtain the receiving time; Determine whether data interaction information A and data interaction information B are the same data interaction information according to the amount of sent data, the sending time, the amount of received data, and the receiving time; When the data interaction information A and the data interaction information B are the same data interaction information, it is determined that the player terminals connected to the same data collection terminal are performing data interaction; Judging whether data interaction information A and data interaction information B are the same data interaction information according to the amount of sent data, the sending time, the amount of received data, and the receiving time includes the following contents: Obtain the current time in real time, calculate the time difference between the current time and the stored sending time, and determine whether the time difference is greater than the preset time threshold; When the time difference is greater than the time threshold, the corresponding sending time and the associated stored sending data volume are deleted; When the received data volume is generated, the data difference between the stored sent data volume and the received data volume is calculated to determine whether the data difference is not greater than a preset data threshold; When the data difference is not greater than the data threshold, it is determined that the data interaction information A and the data interaction information B are the same data interaction information.
2. The remote anti-tampering identification and anti-cheating detection method for chess and card game equipment according to claim 1 is characterized in that: Also included are the following: When the player end establishes an association with the data collection end, the player end obtains the terminal program and loads it.
3. The remote anti-tampering identification and anti-cheating detection method for chess and card game equipment according to claim 2 is characterized in that: Also included are the following: When the player end obtains the terminal program and loads it, if it cannot be loaded or the loading fails, the association between the player end and the data collection end is cancelled.
4. The remote anti-tampering identification and anti-cheating detection method for chess and card game equipment according to claim 1 is characterized in that: When the player end establishes an association with the data interaction end, the data interaction end locates the player end.
5. The remote anti-tampering identification and anti-cheating detection method for chess and card game equipment according to claim 1 is characterized in that: When the player terminal establishes an association with the data interaction terminal, the user ID of the player terminal is obtained, and the user ID of the player terminal of the common game is associated and stored; The data interaction end detects the data interaction information of the player end and determines whether the player end connected to the same data collection end is detected to be interacting with the data, specifically including the following contents: The data interaction terminal receives the data interaction information sent by the player terminal, where the data interaction information includes a sending identifier and a receiving identifier; Analyze whether the sending identifier and the receiving identifier are associated according to the sending identifier, the receiving identifier and the recorded user identifier; When the sending identifier and the receiving identifier are associated, it is determined that the player terminals connected to the same data collection terminal are performing data interaction.
6. The remote anti-tampering identification and anti-cheating detection method for chess and card game equipment according to claim 1 is characterized in that: Judging whether data interaction information A and data interaction information B are the same data interaction information according to the amount of sent data, the sending time, the amount of received data, and the receiving time includes the following contents: When the receiving time is obtained, the time difference between the stored sending time and the receiving time is calculated to determine whether the time difference is less than a preset time threshold; When the time difference is less than the time threshold, the data difference between the corresponding sent data amount and the received data amount is calculated to determine whether the data difference is not greater than the preset data threshold; When the data difference is not greater than the data threshold, it is determined that the data interaction information A and the data interaction information B are the same data interaction information.
7. The remote anti-tampering identification and anti-cheating detection method for chess and card game equipment according to claim 1 is characterized in that: The player side includes the player terminal and the non-player terminal, and also includes the following: The data interaction terminal detects the data interaction information of the player terminal and determines whether data interaction between the player terminal and the non-player terminal is detected; When the data interaction terminal detects that the player terminal and the non-player terminal are interacting with each other, a reminder is sent to the corresponding player terminal and the non-player terminal.
8. The remote anti-tampering identification and anti-cheating detection method for chess and card game equipment according to claim 7 is characterized in that: Also included are the following: When the player terminal establishes an association with the data interaction terminal, the data interaction terminal locates the player terminal, obtains the location information of the player terminal and stores it; When the data interaction terminal detects that the player terminal is interacting with the non-player terminal, the positioning information of the corresponding player terminal and the non-player terminal is obtained, and the distance between the player terminal and the non-player terminal is analyzed according to the positioning information to determine whether it is less than a preset distance threshold; When the distance between the player terminal and the non-player terminal is less than a distance threshold, a reminder is sent to the corresponding player terminal and the non-player terminal.
Citation Information
Patent Citations
Method and system for preventing cheat in network game
CN101038607A
