Cheating detection method and device
By obtaining cheating report messages from online games, acquiring scene data from trusted data sources and rendering and decomposing it into data packets for parsing, the problem of low cheating detection efficiency in online games is solved, and efficient and accurate cheating detection is achieved.
Patent Information
- Application Number
- CN202010300519.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2020-04-16
- Publication Date
- 2025-09-12
- Estimated Expiration
- 2040-04-16
AI Technical Summary
In the prior art, cheating detection in online games is inefficient, and cheating detection relies on generated game screens, resulting in inaccurate and inefficient detection.
By obtaining cheating report messages from the game, obtaining game scene data from a trusted data source, rendering it into video clips and decomposing it into data packets of game cheating behavior, the system analyzes them to generate cheating detection results, preventing cheating players from tampering with data.
It improves the efficiency and accuracy of cheat detection, reduces the reliance on generated game screens, saves outsourced manpower, and improves user experience.
Smart Images

Figure CN113521748B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a cheating detection method and device. Background Art
[0002] The development of the internet has also led to a diversification of entertainment options. For example, online games allow people to enjoy the fun of gaming as a single player, as well as experience the excitement of multiplayer competition. However, this has also led to some corresponding problems. For example, cheating in online games can significantly undermine the fairness of the game. Furthermore, if cheating cannot be accurately detected and promptly addressed, it can also significantly impact the gaming experience. Therefore, cheating detection has become increasingly important.
[0003] During research and practice in related technologies, the inventors of this application discovered that, for game rounds where cheating is likely to occur, cheating players can modify the data source used to render and restore the game screen, thereby disrupting the accuracy of cheat detection. Furthermore, if cheating players use game cheating programs to bypass the detection logic of the cheat detection mechanism, the efficiency of cheat detection will also be reduced. In addition, relying on the game screen rendered and restored by the game for cheat detection makes the game cheat detection largely dependent on the generated game screen, which also makes cheat detection inefficient. Summary of the Invention
[0004] The embodiments of the present application provide a cheating detection method and device, which can improve the efficiency of cheating detection in games.
[0005] This embodiment of the present application provides a cheating detection method, including:
[0006] Get the game's cheating report message;
[0007] Based on the cheating report message, obtaining game scene data of the game from a trusted data source of the game;
[0008] Rendering the game scene data to obtain a video clip of the game cheating scene;
[0009] Decomposing the game scene data to obtain at least one game data packet of cheating behavior;
[0010] Analyze the cheating behavior of the game data packet and obtain the analysis results;
[0011] Generate a cheating detection result for the cheating report message based on the video clip and the analysis result.
[0012] Accordingly, an embodiment of the present application further provides a cheating detection device, comprising:
[0013] A first acquisition unit is used to acquire cheating reporting information of the game;
[0014] A second acquisition unit is configured to acquire game scene data of the game from a trusted data source of the game based on the cheating report message;
[0015] A rendering unit, configured to render the game scene data to obtain a video clip of a game cheating scene;
[0016] a decomposition unit, configured to decompose the game scene data to obtain at least one game data packet of cheating behavior;
[0017] The parsing unit is used to parse the game data packet for cheating behavior and obtain the parsing result;
[0018] A generating unit is configured to generate a cheating detection result for the cheating report message based on the video clip and the parsing result.
[0019] In one embodiment, the rendering unit includes:
[0020] a perspective determination subunit, configured to determine the game perspective of the reported player as the rendering perspective of the game scene data according to the source flag of the cheating report message;
[0021] A data conversion subunit, configured to convert the game scene data based on the rendering perspective to obtain converted game scene data;
[0022] A video generation subunit, configured to generate a video clip of the complete game process using the converted game scene data;
[0023] The video selection subunit is used to select cheating video clips from the video clips of the complete game process as video clips of game cheating scenes.
[0024] In one embodiment, the video selection subunit is configured to:
[0025] Determine a key cheating scene in the video clip of the complete game process; search the video clip of the complete game process for a video clip of a preset length that includes the key cheating scene; and determine the video clip of the preset length as a video clip of the game cheating scene.
[0026] In one embodiment, the decomposition unit comprises:
[0027] a category determination subunit, configured to determine at least one cheating detection data category for the game scene data;
[0028] The data extraction subunit is used to extract game data information under the corresponding cheating detection data category from the game scene data to obtain at least one game data packet of cheating behavior.
[0029] In one embodiment, the parsing unit includes:
[0030] The attribute acquisition subunit is used to obtain the plug-in attributes of the game data packet;
[0031] a plug-in determination subunit, configured to determine a detection plug-in corresponding to the game data packet based on the plug-in attribute;
[0032] The plug-in parsing subunit is used to parse the game data packet through the detection plug-in to obtain a parsing result.
[0033] In one embodiment, the generating unit includes:
[0034] a summarizing subunit, configured to summarize the parsing results of at least one game data packet to obtain a summarized parsing result;
[0035] The result generating subunit is configured to generate a cheating detection result for the cheating reporting message based on the video clip and the aggregated parsing result.
[0036] In one embodiment, the result generating subunit is configured to:
[0037] Based on the summarized analysis results, the cheating attributes of the reported player are judged; if the judgment result is cheating, the cheating detection result is determined to be cheating; if the judgment result is not cheating, the video clip and the summarized analysis results are sent to a manual review unit; based on the cheating judgment result returned by the manual review unit, the cheating detection result of the cheating report message is determined.
[0038] In one embodiment, the second acquiring unit includes:
[0039] a determination subunit, configured to determine a trusted data source of the game based on the cheating report message, wherein the trusted data source of the game includes a client that reports the player and a server of the game;
[0040] A data acquisition subunit, configured to acquire original game data of the game from the determined trusted data source;
[0041] The data parsing subunit is used to parse the obtained original game data to obtain game scene data of the game.
[0042] In one embodiment, the cheating detection device further includes:
[0043] a feedback obtaining unit, configured to generate feedback information regarding the cheating reporting message based on the cheating detection result;
[0044] The feedback sending unit is used to send the feedback information to the client of the player who reported the cheating report message.
[0045] The embodiment of the present application can obtain a cheating report message of a game; based on the cheating report message, obtain game scene data of the game from a trusted data source of the game; render the game scene data to obtain a video clip of the game cheating scene; decompose the game scene data to obtain a game data packet of at least one game cheating behavior; parse the game data packet for cheating behavior to obtain a parsing result; and generate a cheating detection result for the cheating report message based on the video clip and the parsing result.
[0046] This solution obtains the game scene data of the game through the client or game server of the reporting player, making it impossible for cheating players to tamper with or destroy the data, thereby greatly improving the detection efficiency of cheating detection based on this data. In addition, this solution can detect the cheating behavior of cheating players while generating a video clip of the game cheating scene. This makes the detection not dependent on having to generate a video clip of the game cheating scene first, but can output the detection results for cheating behavior during the process of generating the video clip of the game cheating scene. Therefore, the video clip of the game cheating scene and the detection results can be aggregated and output together, so as to directly punish the cheating player or hand the video clip to the review staff for reconfirmation. Therefore, it can greatly save the outsourced manpower of cheating detection, improve the user experience of the cheating detection link, and more importantly, significantly improve the efficiency of cheating detection. BRIEF DESCRIPTION OF THE DRAWINGS
[0047] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0048] Figure 1 Schematic diagram of a scenario of a cheating detection method provided in an embodiment of the present application;
[0049] Figure 2 is a flowchart of the cheating detection method provided in an embodiment of the present application;
[0050] Figure 3 This is a logic diagram of the reporting and trial of the cheating detection method provided in the embodiment of the present application;
[0051] Figure 4 This is another flowchart of the cheating detection method provided in an embodiment of the present application;
[0052] Figure 5 1 is a schematic diagram of a cheating detection process of a cheating detection method provided in an embodiment of the present application;
[0053] Figure 6 is a schematic structural diagram of a cheating detection device provided in an embodiment of the present application;
[0054] Figure 7 is another structural diagram of the cheating detection device provided in an embodiment of the present application;
[0055] Figure 8 is another structural diagram of the cheating detection device provided in an embodiment of the present application;
[0056] Figure 9 is another structural diagram of the cheating detection device provided in an embodiment of the present application;
[0057] Figure 10 This is another structural diagram of the cheating detection device provided in the embodiment of the present application.
[0058] Figure 11 is another structural diagram of the cheating detection device provided in an embodiment of the present application;
[0059] Figure 12 is another structural diagram of the cheating detection device provided in an embodiment of the present application;
[0060] Figure 13 is a schematic diagram of the structure of a computer device provided in an embodiment of the present application;
[0061] Figure 14 This is an optional structural diagram of the distributed system 500 provided in an embodiment of the present application applied to a blockchain system;
[0062] Figure 15 This is an optional schematic diagram of the block structure provided in an embodiment of the present application. DETAILED DESCRIPTION
[0063] The following will be combined with the drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without making creative efforts are within the scope of protection of this application.
[0064] The present invention provides a cheating detection method and apparatus. Specifically, the present invention provides a cheating detection apparatus applicable to a computer device. The computer device may be a terminal or server; the terminal may be a mobile phone, tablet computer, laptop computer, or other device; and the server may be a single server or a server cluster consisting of multiple servers.
[0065] The embodiment of the present application will take the cheating detection method executed jointly by the server and the terminal as an example to introduce the cheating detection method.
[0066] refer to Figure 1 , an embodiment of the present application provides a cheating detection system including a server 10 and a terminal 20; the server 10 and the terminal 20 are connected via a network, for example, via a wired or wireless network connection.
[0067] The terminal 20 may have a game installed on it, and the terminal 20 may send key data related to game operations to the server 10. For example, when a user performs game operations such as adding a friend, deleting a friend, or using an item on the terminal 20, the terminal 20 may be triggered to send the key data related to the operation to the server 10 for corresponding data processing, allowing the player to smoothly play the game on the terminal 20. For another example, when multiple game players compete against each other on different terminals 20, each terminal 20 may send the game operation data on that terminal 20 to the server 10. The server then processes the obtained game operation data and sends the results of the processing to the terminals 20 of the multiple game players, allowing the multiple game players to compete against each other smoothly.
[0068] Among them, when playing games on terminal 20, game players can cheat in various ways, for example, by using plug-ins. Specifically, plug-ins in games can refer to cheating programs or software that modify game data to gain benefits for players. This refers to cheating programs or software that utilize computer technology to perform non-original operations on one or more software programs, tampering with the game's normal settings and rules, significantly enhancing the skills and abilities of game characters beyond the norm, thereby achieving the benefits of easily obtaining victory, rewards, and pleasure. These cheating programs are created by modifying parts of the software program. If a game player cheats in a game by using plug-ins or other methods, the normal player can send a cheating report message to server 10 via terminal 20. After receiving the cheating report message, server 10 can perform cheating detection on the cheating report message. Furthermore, the generated cheating detection results can be fed back to the player by sending data to terminal 20.
[0069] Among them, the server 10 can obtain a cheating report message of the game; based on the cheating report message, obtain the game scene data of the game from the trusted data source of the game; render the game scene data to obtain a video clip of the game cheating scene; decompose the game scene data to obtain at least one game data packet of the game cheating behavior; analyze the game data packet for the cheating behavior to obtain an analysis result; and generate a cheating detection result for the cheating report message according to the video clip and the analysis result.
[0070] It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.
[0071] The embodiment of the present application provides a cheating detection method, which can be executed by a server or by a terminal and a server together. The embodiment of the present application takes the cheating detection method executed by a server as an example for explanation. Specifically, the cheating detection method is executed by a cheating detection device integrated in the server, such as Figure 2 The specific process of the cheating detection method may be as follows:
[0072] 101. Get the game’s cheating report information.
[0073] The cheating report messages received by the server can be generated in a variety of scenarios. For example, in a game involving at least one player, a cheating player can modify game data through cheating, resulting in abnormal game performance. A normal player, during a game match, can detect the abnormal performance of a cheating player and send a cheating report message to the server, causing the server to receive the cheating report message. For example, in a multiplayer competitive game, if a normal player discovers that a cheating player has improved their game performance by using a plug-in program, they can send a cheating report message to report the cheating player, and the server will receive the cheating report message accordingly.
[0074] Among them, the cheating report message can include multiple pieces of information data, such as the game name of the relevant game, the account number (ID, Identity Document) of the reporting player, the ID of the reported cheating player, the cheating behavior involved, the time the cheating report message was sent, etc. For example, in a shooting competitive game, the server can obtain a cheating report message for the game, which includes the game name of the shooting competitive game, the nickname and ID of the normal player who sent the cheating report message, the nickname, ID and cheating behavior involved of the cheating player who was reported for cheating, the time the cheating report message was sent, and additional annotation information, etc.
[0075] 102. Based on the cheating report message, obtain the game scene data of the game from the trusted data source of the game.
[0076] Among them, the cheating report message can include multiple message data, such as the relevant game name, the ID of the reporting player, the ID of the reported cheating player, and other information. Therefore, the cheating report message can be used to locate the relevant game round, so that the game scene data of the game round can be obtained later through the reporting player's client or game server.
[0077] The trusted data source for a game is the channel through which game-related data is obtained. Furthermore, the game-related data obtained from this channel cannot be destroyed or tampered with, ensuring the credibility of the data. For example, when a cheating player cheats in a game, the game server or the client that reports the player can serve as the trusted data source for the game. That is, the data obtained from the game server or the client that reports the player is the original record of the cheating player's cheating behavior, and this data has not been destroyed or tampered with by the cheating player.
[0078] Game scene data can include state data and event data during a game session. Specifically, state data can be data describing the state of a player's character in the game, and event data can be data describing the state of events that occur in the game. For example, in a competitive shooting game, state data may include the character's health, the coordinates of the character's location, the character's orientation in the game scene, and the character's equipment. Event data may include data related to shooting events, running events, and so on.
[0079] In one embodiment, the relevant game round can be determined through the cheating report message, and the game scene data of the game can be obtained through the game server or the client of the reporting player. Specifically, the step of "obtaining the game scene data of the game from a trusted data source of the game based on the cheating report message" may include:
[0080] Determine the trusted data source of the game based on the cheating report message, where the trusted data source of the game includes the client that reported the player and the server of the game;
[0081] Obtaining the original game data of the game from a confirmed and trusted data source;
[0082] The obtained original game data is parsed to obtain the game scene data of the game.
[0083] The cheating report message may include the relevant game name, the ID of the reporting player, the ID of the reported cheating player, the sending time of the cheating report message, additional notes and other information data.
[0084] Among them, cheating report messages can be used to determine the game's trusted data source and locate the game round where the cheating occurred. Specifically, in actual applications, different games have different settings for the channels for obtaining game raw data. For example, it can be obtained from game players, or from the game server, etc. Therefore, by identifying the game, it can be determined whether the game raw data for that game was obtained from the game server or from the client of the reporting player. In addition, the game round where the cheating occurred can be determined by information data such as the reporting player ID, the cheating player ID, the time the cheating report message was sent, and additional notes in the message data, thereby accurately obtaining the game raw data of the game round where the cheating occurred.
[0085] For example, after receiving a cheating report message, analysis of the message can determine that in a chess and card game, player A reported player B because they were using a cheat, causing abnormal game performance. Specifically, the game took place at 3:00 PM on March 5, 2020. The specific game session can be located based on the player and game time information. Furthermore, since the chess and card game specifies that raw game data is obtained from the game server, the trusted data source can be determined to be the game server, and the raw game data for the relevant game session can be obtained from the game server.
[0086] The raw game data can be used to fully restore and render all the game screens. Specifically, game scene data, including game state data and game event data, can be further obtained from the raw game data. This raw game data can then be used to generate game scene data for rendering the game screens and for cheat detection.
[0087] In practical applications, reference Figure 3 The obtained original game data is also called a data stream file. Based on the data stream file, game scene data including status data and event data can be obtained. In actual applications, the game scene data can be used in game transcoding to generate video clips of game cheating scenes. At the same time, it can be used in rendering judgment to obtain detection results of whether the cheating user is cheating in the game.
[0088] 103. Render the game scene data to obtain a video clip of the game cheating scene.
[0089] Rendering is the data processing process that generates game objects, scene environments, animations, and rendering effects based on game scene data. For example, all game scenes can be restored and rendered based on the state and event data in the game scene data. For example, in a competitive shooting game, all game scenes can be generated based on the rendering of the game scene data. These scenes can include game characters, shooting environments, shooting actions, and other game screen elements.
[0090] The video clips of cheating scenes can be video clips of the complete game process that include cheating behaviors. For example, based on rendering the game scene data, a video clip of the complete game process can be obtained. The video clips of the complete game process include clips of the cheating player engaging in cheating as well as clips of other non-cheating behaviors. Therefore, the video clips of the complete game process can be selected from the video clips of the complete game process. For example, in a shooting competitive game, after obtaining the video clips of the complete game process, the video clips from 5 seconds before the shooting shot begins to 5 seconds after the shooting shot ends can be selected as the video clips of the cheating scenes.
[0091] In one embodiment, rendering may be performed based on the obtained game scene data to generate a video clip of the game cheating scene. Specifically, the step of "rendering the game scene data to generate a video clip of the game cheating scene" may include:
[0092] Based on the source flag of the cheating report message, the reported player's game perspective is determined as the rendering perspective of the game scene data;
[0093] Based on the rendering perspective, the game scene data is converted to obtain converted game scene data;
[0094] Generate video clips of the complete game process using the converted game scene data;
[0095] The cheating video clips are selected from the video clips of the complete game process as the video clips of the game cheating scenes.
[0096] Among them, the reported player is a cheating player who is reported by normal players for cheating in the game. For example, in a chess and card game, player A reports player B for cheating in the game and sends a cheating report message to the server. Then player B is the reported player based on the cheating report message, and accordingly, player A is the reporting player based on the cheating report message.
[0097] Game perspectives can include first-person and second-person perspectives. In a game, the first-person perspective can be the perspective of the game operator, while the second-person perspective can be the perspective of the enemy playing against the operator. For example, in a shooting game, players can play the game from a first-person perspective, allowing them to experience the immersive visual impact of the game. Capturing a game video clip from a player's first-person perspective is equivalent to watching the entire game demonstration from the operator's perspective, and what you see is what the operator sees.
[0098] In one embodiment, the first-person perspective of the reported player, i.e., the cheating player, can be determined as the rendering perspective of the game scene data by using the source flag of the cheating report message. Figure 3 ,After obtaining the game scene data including state data and event data, the ,cheating player’s perspective can be determined as the rendering perspective ,through perspective adjustment.
[0099] The game scene data can be converted after a rendering perspective is determined, and then the game scene data can be converted accordingly based on the rendering perspective to obtain parameters of game objects, game environment, and other data under the rendering perspective. The game video clip generated based on these parameters can then be the game video clip under the rendering perspective.
[0100] After determining the rendering perspective and the converted game scene data, the converted game scene data can be used for rendering to generate a video clip of the complete game process from the rendering perspective. For example, in a shooting battle game, after receiving a cheating report message reporting player C for cheating, the game perspective of player C can be determined to be the rendering perspective; after obtaining the converted game scene data, the game scene data can be used to generate a video clip of the complete game process from player C's perspective.
[0101] In practical applications, reference Figure 3 ,After determining the cheating player’s perspective, simulated rendering can be ,performed to generate a complete game screen.
[0102] Furthermore, in the generated complete game process video clips, the video clips including the cheating behavior of the cheating player can be selected as the video clips of the game cheating scene. For example, in an archery game, the content such as the player running and talking can be skipped and the video clips of the player shooting arrows can be selected as the video clips of the game cheating scene. Figure 3 , you can skip game scenes that do not affect cheating judgment by skipping the game. In actual applications, the skipping logic can be adjusted according to the needs of the business scenario. For example, in shooting competitive games, you can adopt a skipping strategy of one minute before and after the shooting shot.
[0103] In this embodiment, by rendering the converted game scene data, a complete game process video clip from the rendering perspective is obtained. Further, the cheating video clip can be selected from the video clip as a video clip of the game cheating scene. Specifically, the step of "selecting the cheating video clip from the complete game process video clip as a video clip of the game cheating scene" may include:
[0104] Identify key cheating scenes in the full gameplay video clip;
[0105] Searching for a video clip of a preset length including the key cheating scene in the video clip of the complete game process;
[0106] The video clip of the preset length is determined to be a video clip of a game cheating scene.
[0107] Among them, the key cheating scene is the scene where the cheating player cheats in the game. For example, in an archery game, the key to victory lies in excellent archery skills. Therefore, the key cheating scene can be the scene where the player is shooting arrows; for example, in a combat competitive game, the key cheating scene can be the scene when the player is fighting with the opponent, and so on.
[0108] The preset duration can be adjusted based on the needs of different gaming scenarios. For example, in an archery game, if each shot in a round is set to last one minute, then a one-minute search window can be used within the video clips of the entire game to search for shots within that time window. For another example, in a shooting game, the duration of shots varies between different rounds. A strategy of skipping one minute before and after the shot can be employed to locate key cheating scenes and record all clips of those key cheating scenes. In other words, in this embodiment, the preset duration can be adjusted based on the needs of different gaming scenarios.
[0109] In one embodiment, after finding a video clip of a preset length including a key cheating scene in a video clip of a complete game process, the video clip of the preset length can be determined as a video clip of a game cheating scene. Figure 3 After finding the key clip screen through the game jump broadcast, the key clip video can be recorded into a game video file through video recording.
[0110] 104. Decompose the game scene data to obtain at least one game data packet of cheating behavior.
[0111] The game scene data includes all event data and status data of the cheating player in the game. Therefore, the game scene data records at least one cheating behavior of the cheating player in the game.
[0112] In one embodiment, cheating players can cheat at different game functions. For example, in a shooting competitive game, cheating players can use multiple plug-in software to cheat. For example, by using mobile plug-in software to modify the position coordinates of the game character, the time required for the game character to move is greatly shortened; by using blood lock plug-in software to lock the health value at a fixed value, the player's survival time is greatly increased, and so on.
[0113] Therefore, since the game scene data includes the cheating player's complete performance data in the game, it can be decomposed to obtain at least one game data packet of the cheating behavior. For example, in a shooting game, the game scene data can be decomposed to obtain a data packet containing the player's position coordinates and movement speed for detecting mobile cheats, and a data packet containing the player's shooting time and health value change data for detecting health lock cheats, and so on.
[0114] It is further explained that in this application, this step and step 103 have no order, that is, after obtaining the game scene data, the step of rendering the game scene data and the step of decomposing the game scene data have no order. Figure 3 The first step in the game video transcoding part is to divert the obtained game scene data including status data and time data, and bypass a complete set of data to the rendering judgment part, so that the game video transcoding part and the rendering judgment part are carried out synchronously.
[0115] The obtained game scene data can be decomposed to obtain different game data packets for different cheating behaviors, so as to accurately determine cheating. Specifically, the step of "decomposing the game scene data to obtain at least one game data packet for cheating behavior" may include:
[0116] Determining at least one cheating detection data category for the game scene data;
[0117] Game data information under a corresponding cheating detection data category is extracted from the game scene data to obtain at least one game data packet of a cheating behavior.
[0118] The cheat detection data categories are the categories of data required for cheat detection for different cheating behaviors. For example, in a competitive shooting game, the data required for detecting mobile cheats might be the mobile cheat data category, which includes data such as the player's location coordinates and movement speed; the data required for detecting health-locking cheats might be the health-locking cheat data category, which includes data such as the player's shooting time and health value changes, etc. In actual applications, the cheat detection data categories can be set according to the needs of different game business scenarios.
[0119] After determining the cheat detection data category, the game data information under the cheat detection data category can be extracted from the game scene data to obtain at least one game data packet for cheating behavior determination. For example, in a shooting competitive game, the game scene data can be used to extract game data packets for detecting mobile cheats, game data packets for detecting health lock cheats, and so on.
[0120] 105. Analyze the cheating behavior of the game data packet and obtain the analysis result.
[0121] Among them, cheating behavior analysis is the data analysis process of whether the player is cheating in the game based on the game data packet. For example, cheating behavior analysis can be used to analyze whether the cheating player uses mobile plug-ins, whether he uses health-locking plug-ins, etc.
[0122] There are many ways to analyze game data packets for cheating, such as through detection plug-ins. Specifically, a detection plug-in is a program that can detect cheating based on game data packets. For example, in shooting competitive games, a mobile cheat detection plug-in is a program that detects mobile cheats in game data packets with mobile cheat data; a health lock plug-in is a program that detects health lock plug-ins in game data packets with health lock plug-in data.
[0123] The analysis results can include multiple data items, such as whether cheating occurred, the specific type of cheating, and the time the cheating occurred. For example, in a competitive shooting game, using a mobile cheat detection plug-in to parse game data packets for mobile cheat data might yield the following analysis results: cheating occurred, a mobile cheat was used, and the cheating occurred at 23:00 on February 17, 2020.
[0124] In one embodiment, at least one detection plug-in may be used to parse the corresponding game data packet and obtain a parsing result based on the parsing. Specifically, the step of "parsing the game data packet for cheating behavior and obtaining a parsing result" may include:
[0125] Get the plug-in properties of the game data package;
[0126] Based on the plug-in attributes, determine the detection plug-in corresponding to the game data packet;
[0127] The detection plug-in is triggered to parse the game data packet and obtain the parsing result.
[0128] The plug-in attributes of a game data packet determine the detection plug-in corresponding to the game data packet. For example, in a shooting competitive game, the plug-in attributes of a game data packet can be a mobile cheat detection plug-in attribute or a health lock plug-in attribute. Therefore, the detection plug-in corresponding to the game data packet can be determined based on the plug-in attributes of the game data packet. For example, the detection plug-in corresponding to a game data packet with mobile cheat data is the mobile cheat detection plug-in, and the detection plug-in corresponding to a game data packet with health lock plug-in data is the health lock plug-in detection plug-in, and so on.
[0129] Among them, the analysis of the detection plug-in can be based on the difference in game performance. Specifically, the data of the cheating player's game performance can be obtained through the game data packet. Based on the obtained data, the detection plug-in can be used to evaluate the player's game performance, and whether the player is cheating can be determined by detecting whether the player's game performance is abnormal. For example, in a shooting competitive game, if the game data packet of the blood lock plug-in data category includes the following data: the player's blood volume has been maintained at 80% in a 5-minute shooting game, but as many as 15 bullets hit the player. Therefore, the blood lock plug-in detection plug-in can determine that the player's blood volume change is abnormal based on a preset algorithm, and then determine that the player has cheated in the game.
[0130] In practical applications, reference Figure 3 After obtaining the game scene data including status data and event data, the real-time monitoring solution can be used to provide the game data packets that each detection plug-in depends on to the detection plug-in for use. Different detection plug-ins will detect different cheating functions and obtain detection results.
[0131] In one embodiment, based on the plug-in properties of each game data packet, a detection plug-in for parsing the game data packet can be determined, and then the detection plug-in can be triggered to parse the game data packet. Specifically, the data in the game data packet can be calculated and judged based on the principle of judging the difference in game performance, thereby generating a corresponding parsing result.
[0132] 106. Generate a cheating detection result for the cheating report message based on the video clip and the analysis result.
[0133] The cheating detection result is a result obtained by performing cheating detection on the cheating report message. The cheating detection result includes a video clip of the game cheating scene and at least one analysis result obtained by the detection plug-in based on the analysis of the game data packet.
[0134] For example, taking a shooting competitive game as an example, in the generated cheating detection results, the video clips of the game cheating scenes may be: the reported cheating player uses a mobile plug-in to achieve high-speed movement in mid-air, and the reported cheating player uses a blood-locking plug-in to maintain the same blood volume even when suffering high-intensity kills; the analysis result may be: the reported cheating player has cheated, the specific cheating types are mobile plug-ins and blood-locking plug-ins, and the time when the cheating occurred is 18:00 on March 2, 2020, etc.
[0135] In this embodiment, a cheating detection result for a cheating report message can be generated based on the video clip of the game cheating scene and the obtained analysis results. Specifically, the step of "generating a cheating detection result for a cheating report message based on the video clip and the analysis results" may include:
[0136] Summarize the parsing results of at least one game data packet to obtain a summarized parsing result;
[0137] Based on the video clip and the summarized parsing results, a cheating detection result for the cheating report message is generated.
[0138] The game scene data is decomposed to obtain at least one game data packet, and each game data packet is parsed by a corresponding detection plug-in, thereby obtaining at least one parsing result. Furthermore, the at least one parsing result is aggregated to obtain an aggregated parsing result. The aggregated parsing result is the result of detecting cheating behavior of cheating players using the game scene data.
[0139] There are many ways to summarize. For example, the information in each analysis result, such as whether cheating occurred, the specific type of cheating, and the time when the cheating occurred, can be summarized in a list, so as to clearly display the cheating behaviors and details of the cheating players in the entire game.
[0140] In practical applications, reference Figure 3 , through the game video transcoding part to generate key clip videos, that is, video clips of game cheating scenes, and through the rendering judgment part to summarize the detection results of multiple detection plug-ins, that is, after parsing the results, it can be determined that the obtained video clips and detection results are cheating detection results for cheating report messages.
[0141] In one embodiment, based on the video clips of the game cheating scene and the aggregated analysis results, a cheating detection result for the cheating report message can be generated. Specifically, the step of "generating a cheating detection result for the cheating report message based on the video clips and the aggregated analysis results" may include:
[0142] Based on the aggregated analysis results, the cheating attributes of the reported players are determined;
[0143] If the judgment result is cheating, the cheating detection result is determined to be cheating;
[0144] If the judgment result is not cheating, the video clip and the summarized analysis results are sent to the manual review unit; based on the cheating judgment result returned by the manual review unit, the cheating detection result of the cheating report message is determined.
[0145] Among them, the value of the cheating attribute can include cheating and non-cheating. Furthermore, non-cheating can include suspected cheating and no cheating. Specifically, there can be many ways to determine the cheating attribute. For example, a preset detection strategy can be used to judge the cheating attribute of the reported player based on the summarized analysis results. If the detection accuracy is greater than or equal to a preset threshold, the value of the cheating attribute can be determined to be cheating; if the detection accuracy is less than the preset threshold, the cheating attribute can be suspected cheating or no cheating at all, and then the cheating attribute is determined to be non-cheating, wherein non-cheating can include suspected cheating and no cheating. For example, if the summarized analysis results determine that there is cheating behavior, the cheating attribute of the reported player can be determined to be cheating; if the summarized analysis results determine that there is no cheating behavior, the cheating attribute of the reported player can be determined to be non-cheating. In actual application, the judgment method of the cheating attribute can be adjusted based on the needs of the game business scenario.
[0146] Among them, different processing methods can be performed on the reported player based on the obtained cheating attributes. For example, if the cheating attribute of the reported player is cheating, the cheating detection result of the cheating report message can be determined to be cheating, and the preset punishment can be executed on the reported player. For example, the preset punishment can be a temporary or permanent ban on the game account of the reported player; if the cheating attribute of the reported player is non-cheating, the cheating detection result including the game cheating scene video clip and the summarized analysis result can be sent to the manual review unit, and the cheating detection result of the cheating report message can be further determined based on the cheating judgment result returned by the manual review unit.
[0147] In actual applications, for suspected cheating violations, the manual review unit can make cheating judgments based on the obtained video clips and the summarized analysis results to further determine whether the reported player has cheated in the game.
[0148] In one embodiment, after generating a cheating detection result for a cheating report message, the cheating detection result may be fed back to the normal player who sent the cheating report message, thereby providing a more complete gaming experience. Specifically, the cheating detection method may further include:
[0149] Based on the cheating detection result, generating feedback information for the cheating report message;
[0150] Send this feedback information to the client of the player who reported the cheating report message.
[0151] Among them, the feedback message can be a message used to feedback the cheating report progress or results to the reporting player who sent the cheating report message. For example, the feedback message may include the results of the cheating detection, the punishment of the reported player, and the progress of the processing, etc.
[0152] The feedback message can be fed back to the client of the player who sent the cheating report message, making the game experience more complete. Specifically, there are many ways to send the feedback message, such as sending it through the system email in the game, or through the pop-up window prompt of the game system, etc. In actual application, the process of reporting and giving feedback to the reported cheating player can also be included.
[0153] In one embodiment, taking a shooting competitive game as an example, by parsing the generated cheating detection results, the following feedback message can be generated and sent: After analysis by the cheating detection system, the user A (ID: abcdefg) you reported in the game at 15:00 on March 2, 2020 did violate the rules and has now been banned.
[0154] As can be seen from the above, this embodiment can obtain a cheating report message of a game; based on the cheating report message, obtain game scene data of the game from a trusted data source of the game; render the game scene data to obtain a video clip of the game cheating scene; decompose the game scene data to obtain a game data packet of at least one game cheating behavior; parse the game data packet for cheating behavior to obtain a parsing result; and generate a cheating detection result for the cheating report message based on the video clip and the parsing result.
[0155] This solution can obtain the game scene data of the game through the client or game server of the reporting player, making it impossible for cheating players to tamper with or destroy the data, thereby greatly improving the detection efficiency of cheating detection based on this data. In addition, this solution can detect the cheating behavior of cheating players while generating a video clip of the game cheating scene, so that the detection does not rely on having to generate a video clip of the game cheating scene first, but can output the detection result for the cheating behavior during the process of generating the video clip of the game cheating scene. Therefore, the video clip of the game cheating scene and the detection result can be summarized and output together, so as to directly punish the cheating player or hand the video clip to the review staff for reconfirmation. Therefore, it can greatly save the outsourced manpower of cheating detection, improve the user experience of the cheating detection link, and more importantly, significantly improve the efficiency of cheating detection.
[0156] Furthermore, the cheating detection of the present application is based on differences in game performance. There can be multiple implementation principles for the same cheating function. If cheating detection is performed based on the principles of cheating function implementation, huge R&D resources need to be invested. However, the present application performs cheating detection based on differences in game realization. This allows the cheating behavior to be captured without additional R&D when the cheating principle changes but the cheating effect remains unchanged. This achieves cheating detection in a cost-effective manner, thereby improving the efficiency of cheating detection. Furthermore, the detection of cheating behavior is based on game data. For a computer, a determined detection plug-in program and determined data can produce stable calculation results. Therefore, the results obtained from multiple audits of the same reported case remain unchanged, which improves the accuracy of cheating detection and provides stable and consistent conclusions for the detection of cheating behavior.
[0157] In addition, since the present application detects cheating behavior while generating video clips of game cheating scenes, there is no need to set up hardware for generating video clips and detecting cheating behavior separately, thereby improving the cost-effectiveness of hardware use through hardware reuse, and further improving the efficiency of cheating detection.
[0158] According to the method described in the above embodiment, the following examples are given to further illustrate the method in detail.
[0159] In this embodiment, the cheating detection device is integrated into a server as an example for explanation. The server can be a single server or a server cluster composed of multiple servers. Accordingly, the terminals involved can be mobile phones, tablet computers, laptop computers and other devices.
[0160] like Figure 4 As shown in FIG, a cheating detection method, the specific process is as follows:
[0161] 201. The server obtains cheating report information of the terminal game.
[0162] For example, reference Figure 5 In the figure, the logic above the dotted line can run on the server side, and the logic below the dotted line can run on the player client side. When a normal player plays a game with a cheating player, the normal player can report the cheating behavior of the cheating player to the game server based on the cheating player's abnormal game performance. Specifically, the cheating report message can be sent to the server, and the server can obtain the cheating report message from the terminal accordingly.
[0163] The cheating report message received by the server may include data such as the game name, the reporting player's ID, the cheating player's ID, and the cheating behavior involved. For example, the cheating report message sent by the terminal may be: a cheating report against a player with the game nickname "abby" and the game ID "112233", involving the use of plug-ins, and the cheating occurred around 2:00 PM on January 22, 2020. In actual applications, the cheating report message sent by the terminal can be sent to the server via the network in the form of a data packet. In addition to the data in the cheating report message, the data packet may also include other information required for data exchange between the terminal and the server.
[0164] 202. Based on the cheating report message, the server obtains game scene data of the game from a trusted data source of the game.
[0165] After receiving a cheating report, the server can obtain the game's raw data through the reported player's client or retrieve it from the game's server. In practice, the decision on whether to retrieve the data through the player's client or the game's server can be made during game design and development. When business needs arise, the game's raw data can be retrieved based on the game's settings.
[0166] The original game data may include various data, such as state data and event data of the game. Therefore, game scene data including state data and event data can be obtained through the original game data.
[0167] For example, reference Figure 5After receiving the cheating report message sent by normal players, the game server can obtain a replay file. In actual applications, the replay file can be the original game data in this application. The server can completely restore and render all the pictures of the game based on the replay file. In addition, the replay file includes status data and event data during the game. Therefore, the replay file can be further used for game cheating detection.
[0168] 203. The server renders the game scene data to obtain a video clip of the game cheating scene.
[0169] The game scene data may include state data and event data, so a video clip of a game cheating scene can be generated based on the game scene data. Specifically, the generation process may include steps such as viewing angle adjustment, simulation rendering, game jump playback, and video recording.
[0170] Among them, perspective adjustment can determine the cheating player's game perspective as the rendering perspective of the game video transcoding, so that the game video generated after rendering is the picture seen by the cheating player; simulation rendering can generate video clips of the complete game process based on the obtained game scene data; game jump broadcast can selectively filter out video clips including cheating behavior by skipping pictures that are not related to cheating behavior; video recording can record the filtered video clips including cheating behavior to obtain video clips of game cheating scenes.
[0171] In practical applications, reference Figure 5 , the game video can be transcoded based on the obtained replay file, and the video clips of the game cheating scene can be obtained by converting the data stream file into a video stream file.
[0172] 204. The server decomposes the game scene data to obtain at least one game data packet of cheating behavior.
[0173] The decomposition of the game scene data can be performed based on cheat detection data categories. Specifically, at least one cheat detection data category is first determined, such as a mobile cheat data category and a health lock cheat data category. Then, based on the determined cheat detection data category, game data information corresponding to the cheat detection data category is extracted from the game scene data. For example, from the game scene data including the status data and event data of the entire game, a data packet for detecting mobile cheat types and a data packet for detecting health lock cheat types are obtained.
[0174] It is further explained that in the present application, there is no order between this step and step 203, that is, after obtaining the game scene data, there is no order between the step of rendering the game scene data and the step of decomposing the game scene data.
[0175] In practical applications, reference Figure 5 After obtaining the replay file, the server can generate rendering-time data for rendering-time judgment, wherein the rendering-time data includes at least one game data packet of a cheating behavior, and the rendering-time judgment can be a judgment of the cheating behavior based on the rendering-time data.
[0176] 205. The server analyzes the game data packet for cheating behavior and obtains an analysis result.
[0177] Detection plug-ins can be used to parse game data packets. Specifically, the plug-in to be used and the corresponding data packet to be detected can be determined. For example, the mobile cheat detection plug-in corresponds to a game data packet of the mobile cheat data category, and the blood-locking cheat detection plug-in corresponds to a game data packet of the blood-locking cheat data category. Then, each detection plug-in parses the corresponding game data packet to obtain the parsing result of the detection plug-in. In addition, since at least one game data packet has been generated, at least one parsing result is also generated in this step.
[0178] In practical applications, reference Figure 5 The server can perform a rendering-time determination based on the obtained rendering-time data to determine whether cheating has occurred, wherein the rendering-time data includes at least one game data packet indicating cheating behavior. The rendering-time determination can be a cheating behavior determination process based on the rendering-time data. Specifically, the rendering-time determination can load a detection plug-in into the game process. The detection plug-in can obtain game scene data through security technologies such as a software development kit (SDK) or hook technology, and use the obtained game scene data for cheating function detection.
[0179] 206. The server generates a cheating detection result for the cheating report message based on the video clip and the analysis result.
[0180] Among them, the server can obtain an aggregated parsing result by aggregating the parsing results of at least one game data packet, and then generate a cheating detection result for the cheating report message. Specifically, the cheating detection result includes a video clip of the game cheating scene and the aggregated parsing result.
[0181] Among them, based on the summarized analysis results, it can be determined whether the reported player has cheated, thereby determining whether the cheating detection result is cheating or not. Specifically, the judgment criteria for cheating or not can be set accordingly based on different game business scenarios. For example, it can be set that once at least one cheating behavior is determined in the summarized analysis results, it is determined to be cheating; if no cheating behavior is determined in the summarized analysis results, it is determined to be not cheating. For example, a detection strategy can be designed to detect the summarized analysis results. If the detection result is greater than or equal to a preset threshold, it is determined to be cheating; if the detection result is less than a preset threshold, it is determined to be not cheating, and so on. In actual applications, the method of judging whether the reported player is cheating based on the summarized analysis results can be adjusted according to different game business scenarios.
[0182] In one embodiment, for cheating, a preset penalty may be applied to the reported player, such as account suspension, based on the cheating report message; for non-cheating, the cheating detection result may be sent to a manual review unit, such as, for example, Figure 5 , perform manual review on the obtained videos.
[0183] In practical applications, the video clips of the game cheating scene can be associated with the aggregated plug-in detection results through the case ID of the reported case, where Figure 5 As long as either the rendering judgment part or the manual review part determines that the reported player has cheated, it can be determined that the reported player has violated the rules and cheated, and the preset punishment can be executed on the reported player.
[0184] 207. The server generates feedback information regarding the cheating report message based on the cheating detection result.
[0185] Among them, the cheating detection result is the result obtained by the server when performing cheating detection on the cheating report message. For the reporting player, the cheating detection result includes data related to the cheating report message, such as the specific detection results of each game data packet. Therefore, the cheating analysis result can be analyzed to obtain feedback information that can be sent to normal players.
[0186] 208. The server sends the feedback information to the client of the player who reported the cheating report message.
[0187] Among them, sending the generated feedback information to the client that reported the player can make the player's gaming experience more complete and make the game more fair and transparent. Figure 5Once the reported player is determined to be cheating, the server can send a feedback message to the client that reported the player, thereby providing feedback on the cheating report message of the reporting player. Furthermore, the server can also punish the reported cheating player.
[0188] As can be seen from the above, the embodiment of the present application can obtain the game scene data of the game through the client or the server of the reporting player, so that the cheating player cannot tamper with or destroy the data, thereby greatly improving the detection efficiency of the cheating detection based on the data. In addition, the scheme can detect the cheating behavior of the cheating player while generating the game cheating scene video clip, so that the detection does not rely on the need to generate the game cheating scene video clip first, but can output the detection result for the cheating behavior during the process of generating the game cheating scene video clip. Therefore, the game cheating scene video clip and the detection result can be summarized and output together, so as to directly punish the cheating player or hand the video clip to the review human for reconfirmation. Therefore, it can greatly save the outsourcing manpower of cheating detection, improve the user experience of the cheating detection link, and more importantly, significantly improve the efficiency of cheating detection.
[0189] Furthermore, because this application can simultaneously output video clips of cheating scenes and detection results for cheating behavior, it increases the processing capacity for game cheating reports, improves response speed, and reduces operating costs. Furthermore, since the logic of this application runs on the server side, the cheating detection logic cannot be accessed or modified by ordinary players, making the cheating detection solution more secure and reliable.
[0190] In addition, since the present application detects cheating behavior while generating video clips of game cheating scenes, there is no need to set up hardware for generating video clips and detecting cheating behavior separately, thereby improving the cost-effectiveness of hardware use through hardware reuse, and further improving the efficiency of cheating detection.
[0191] To better implement the above method, the present invention also provides a cheating detection device, wherein the cheating detection device can be integrated into a server. The server can be a single server or a server cluster consisting of multiple servers.
[0192] For example, Figure 6 As shown, the cheating detection device may include a first acquisition unit 301, a second acquisition unit 302, a rendering unit 303, a decomposition unit 304, a parsing unit 305, and a generation unit 306, as follows:
[0193] The first acquisition unit 301 is used to acquire a cheating report message of the game;
[0194] A second acquisition unit 302 is configured to acquire game scene data of the game from a trusted data source of the game based on the cheating report message;
[0195] A rendering unit 303 is configured to render the game scene data to obtain a video clip of the game cheating scene;
[0196] A decomposition unit 304 is configured to decompose the game scene data to obtain a game data packet of at least one cheating player's cheating behavior;
[0197] The parsing unit 305 is used to parse the game data packet for cheating behavior and obtain a parsing result;
[0198] The generating unit 306 is configured to generate a cheating detection result for the cheating report message based on the video clip and the parsing result.
[0199] In one embodiment, reference Figure 7 The rendering unit 303 includes:
[0200] The perspective determination subunit 3031 is configured to determine the game perspective of the reported player as the rendering perspective of the game scene data according to the source flag of the cheating report message;
[0201] The data conversion subunit 3032 is used to convert the game scene data based on the rendering perspective to obtain converted game scene data;
[0202] The video generation subunit 3033 is used to generate a video clip of the complete game process using the converted game scene data;
[0203] The video selection subunit 3034 is configured to select cheating video clips from the video clips of the complete game process as video clips of game cheating scenes.
[0204] In one embodiment, the video selection subunit 3034 is configured to:
[0205] Determine a key cheating scene in the video clip of the complete game process; search the video clip of the complete game process for a video clip of a preset length that includes the key cheating scene; and determine the video clip of the preset length as a video clip of the game cheating scene.
[0206] In one embodiment, reference Figure 8 The decomposition unit 304 includes:
[0207] A category determination subunit 3041 is configured to determine at least one cheating detection data category based on the game scene data;
[0208] The data extraction subunit 3042 is configured to extract game data information corresponding to the cheating detection data category from the game scene data to obtain a game data packet of at least one game cheating behavior.
[0209] In one embodiment, reference Figure 9 The parsing unit 305 includes:
[0210] The attribute acquisition subunit 3051 is used to acquire the plug-in attributes of the game data packet;
[0211] A plug-in determination subunit 3052 is configured to determine a detection plug-in corresponding to the game data packet based on the plug-in attributes;
[0212] The plug-in parsing sub-unit 3053 is configured to parse the game data packet through the detection plug-in to obtain a parsing result.
[0213] In one embodiment, reference Figure 10 , the generating unit 306 includes:
[0214] The summarizing subunit 3061 is configured to summarize the parsing results of at least one game data packet to obtain a summarized parsing result;
[0215] The result generating subunit 3062 is configured to generate a cheating detection result for the cheating reporting message based on the video clip and the aggregated parsing result.
[0216] In one embodiment, the result generation subunit 3062 is configured to:
[0217] Based on the summarized analysis results, the cheating attributes of the reported player are judged; if the judgment result is cheating, the cheating detection result is determined to be cheating; if the judgment result is not cheating, the video clip and the summarized analysis results are sent to a manual review unit; based on the cheating judgment result returned by the manual review unit, the cheating detection result of the cheating report message is determined.
[0218] In one embodiment, reference Figure 11 The second acquiring unit 302 includes:
[0219] A determination subunit 3021 is configured to determine a trusted data source of the game based on the cheating report message, wherein the trusted data source of the game includes the client of the reporting player and the server of the game;
[0220] The data acquisition subunit 3022 is configured to acquire the original game data of the game from the determined trusted data source;
[0221] The data parsing subunit 3023 is used to parse the obtained original game data to obtain game scene data of the game.
[0222] In one embodiment, reference Figure 12 , the cheating detection device may further include:
[0223] A feedback obtaining unit 307, configured to generate feedback information regarding the cheating reporting message based on the cheating detection result;
[0224] The feedback sending unit 308 is used to send the feedback information to the normal player who sent the cheating report message.
[0225] In specific implementation, the above units can be implemented as independent entities, or can be arbitrarily combined to be implemented as the same or several entities. The specific implementation of the above units can be found in the previous method embodiments and will not be repeated here.
[0226] As can be seen from the above, in the cheating detection device of this embodiment, the first acquisition unit 301 acquires a cheating report message of the game; the second acquisition unit 302 acquires the game scene data of the game from the trusted data source of the game based on the cheating report message; the rendering unit 303 renders the game scene data to generate a video clip of the game cheating scene; the decomposition unit 304 decomposes the game scene data to obtain a game data packet of at least one cheating player's cheating behavior; the parsing unit 305 parses the game data packet for cheating behavior to obtain a parsing result; and the generation unit 306 generates a cheating detection result for the cheating report message based on the video clip and the parsing result.
[0227] This solution can obtain the game scene data of the game through the client or game server of the reporting player, making it impossible for cheating players to tamper with or destroy the data, thereby greatly improving the detection efficiency of cheating detection based on this data. In addition, this solution can detect the cheating behavior of cheating players while generating a video clip of the game cheating scene, so that the detection does not rely on having to generate a video clip of the game cheating scene first, but can output the detection result for the cheating behavior during the process of generating the video clip of the game cheating scene. Therefore, the video clip of the game cheating scene and the detection result can be summarized and output together, so as to directly punish the cheating player or hand the video clip to the review staff for reconfirmation. Therefore, it can greatly save the outsourced manpower of cheating detection, improve the user experience of the cheating detection link, and more importantly, significantly improve the efficiency of cheating detection.
[0228] In addition, the embodiment of the present application also provides a computer device, which can be a server device, such as Figure 13, which shows a schematic diagram of the structure of the computer device involved in the embodiment of the present application, specifically:
[0229] The computer device may include a memory 401 having one or more computer-readable storage media, a processor 402 having one or more processing cores, and a power supply 403. It will be understood by those skilled in the art that Figure 13 The computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange components differently.
[0230] The memory 401 can be used to store software programs and modules, and the processor 402 executes various functional applications and data processing by running the software programs and modules stored in the memory 401. The memory 401 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, at least one application required for a function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area may store data created according to the use of the computer device (such as audio data, a phone book, etc.). In addition, the memory 401 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage device. Accordingly, the memory 401 may also include a memory controller to provide the processor 402 with access to the memory 401.
[0231] Processor 402 is the control center of the computer device, connecting all parts of the mobile phone using various interfaces and lines. By running or executing software programs and / or modules stored in memory 401 and accessing data stored in memory 401, it performs various functions of the computer device and processes data, thereby performing overall testing of the mobile phone. Optionally, processor 402 may include one or more processing cores; preferably, processor 402 may integrate an application processor and a modem processor, wherein the application processor primarily handles the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 402.
[0232] The computer device also includes a power supply 403 (e.g., a battery) for supplying power to various components. Preferably, the power supply can be logically connected to the processor 402 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. The power supply 403 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.
[0233] Although not shown, the computer device may also include a camera, a Bluetooth module, etc., which will not be described in detail here. Specifically, in this embodiment, the processor 402 in the computer device will load the executable files corresponding to one or more application processes into the memory 401 according to the following instructions, and the processor 402 will run the application stored in the memory 401 to implement various functions as follows:
[0234] Obtain a cheating report message for a game; based on the cheating report message, obtain game scene data of the game from a trusted data source of the game; render the game scene data to obtain a video clip of the game cheating scene; decompose the game scene data to obtain a game data packet of at least one game cheating behavior; parse the game data packet for the cheating behavior to obtain a parsing result; and generate a cheating detection result for the cheating report message based on the video clip and the parsing result.
[0235] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0236] As can be seen from the above, the computer device of this embodiment can obtain game scene data of the game through the client or game server of the reporting player, making it impossible for cheating players to tamper with or destroy this data, thereby greatly improving the detection efficiency of cheating detection based on this data. In addition, this solution can detect cheating behavior of cheating players while generating game cheating scene video clips. This makes it unnecessary to generate game cheating scene video clips first, but instead output the detection results for cheating behavior during the generation of game cheating scene video clips. Therefore, the game cheating scene video clips and the detection results can be aggregated and output together, so that the cheating player can be directly punished or the video clips can be submitted to the review staff for reconfirmation. Therefore, it can greatly save the outsourced manpower of cheating detection, improve the user experience of cheating detection, and more importantly, significantly improve the efficiency of cheating detection.
[0237] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0238] To this end, an embodiment of the present application provides a storage medium storing a plurality of instructions that can be loaded by a processor to execute the steps of any of the cheating detection methods provided in the embodiments of the present application. For example, the instructions can execute the following steps:
[0239] Obtain a cheating report message for a game; based on the cheating report message, obtain game scene data of the game from a trusted data source of the game; render the game scene data to obtain a video clip of the game cheating scene; decompose the game scene data to obtain a game data packet of at least one game cheating behavior; parse the game data packet for the cheating behavior to obtain a parsing result; and generate a cheating detection result for the cheating report message based on the video clip and the parsing result.
[0240] The system involved in the embodiments of the present application can be a distributed system formed by connecting a client and multiple nodes (any form of computing devices in the access network, such as servers and user terminals) through network communication.
[0241] Taking the distributed system as the blockchain system as an example, see Figure 14 , Figure 14 This is a schematic diagram of an optional architecture for a distributed system 500, as provided in an embodiment of the present invention, applied to a blockchain system. The system consists of multiple nodes (any type of computing device connected to a network, such as a server or user terminal) and clients, forming a peer-to-peer (P2P) network. The P2P protocol is an application layer protocol that runs on top of the Transmission Control Protocol (TCP). In a distributed system, any machine, such as a server or terminal, can join and become a node. A node comprises a hardware layer, a middle layer, an operating system layer, and an application layer.
[0242] See also Figure 14 The functions of each node in the blockchain system shown include:
[0243] 1) Routing: A basic function of a node, used to support communication between nodes.
[0244] In addition to the routing function, nodes can also have the following functions:
[0245] 2) Applications, deployed in the blockchain, implement specific services based on actual business needs, record data related to the implementation of functions to form record data, carry digital signatures in the record data to indicate the source of the task data, and send the record data to other nodes in the blockchain system for other nodes to add the record data to a temporary block when they successfully verify the source and integrity of the record data.
[0246] For example, the services implemented by the application include:
[0247] 2.1) Wallet: This provides the functionality for conducting electronic currency transactions, including initiating transactions (i.e., sending the current transaction record to other nodes in the blockchain system. Upon successful verification by other nodes, the transaction record data is stored in a temporary block of the blockchain as a response to acknowledge the transaction's validity). The wallet also supports querying the remaining electronic currency in an electronic currency address.
[0248] 2.2) Shared ledgers are used to store, query, and modify account data. Records of operations on account data are sent to other nodes in the blockchain system. After verification, other nodes acknowledge the validity of the account data by storing the recorded data in a temporary block. They can also send a confirmation to the node that initiated the operation.
[0249] In one embodiment, the game's cheating report message or the reported player's game scene data can be stored in the shared ledger of the blockchain through the node. The computer device (such as a terminal or server) can obtain the game's cheating report message or the reported player's game scene data based on the data stored in the shared ledger, and then can execute the cheating detection method in this application based on the game scene data.
[0250] In another embodiment, further, after generating the cheating detection result, the cheating detection result can be stored in the shared ledger of the blockchain through the node, and the computer device (such as a terminal or server) can obtain the cheating detection result based on the data stored in the shared ledger, or execute further business logic based on the cheating detection result, for example, marking the player's historical cheating record to be updated, synchronizing the cheating detection result to the reporting player, etc.
[0251] 2.3) Smart contracts are computerized protocols that can enforce the terms of a contract. They are implemented through code deployed on a shared ledger that is executed when certain conditions are met. Based on actual business needs, the code is used to complete automated transactions, such as querying the logistics status of a buyer's purchased goods and transferring the buyer's electronic currency to the merchant's address after the buyer signs for the goods. Of course, smart contracts are not limited to executing contracts for transactions, but can also execute contracts that process received information.
[0252] In one embodiment, a preset smart contract can be executed based on the business code deployed on the shared ledger, wherein the smart contract can be set according to business needs; for example, the shared ledger allows players to continuously use their identities and virtual items in different games. Therefore, when the reported player is determined to be a cheating player through the cheating detection method in this application, the game penalty clause in the smart contract can be executed against the cheating player, such as penalty of game resources, time-limited account suspension, etc., wherein the penalty for the cheating player can be effective in different games; similarly, for the reporting player who successfully reports the cheating player, the game reward clause in the smart contract can be executed against the reporting player, such as increase of game resources, time-limited privileges, etc., similarly, the reward for the reporting player can be effective in different games, thereby realizing effective execution of cheating detection in a continuous blockchain game space.
[0253] 3) Blockchain, including a series of blocks that are connected to each other in the order of their generation. Once a new block is added to the blockchain, it will not be removed. The block records the record data submitted by the nodes in the blockchain system.
[0254] See also Figure 15 , Figure 15 This is an optional schematic diagram of the block structure provided by an embodiment of the present invention. Each block includes the hash value of the transaction records stored in the block (the hash value of the current block) and the hash value of the previous block. The blocks are connected by hash values to form a blockchain. In addition, the block may also include information such as the timestamp when the block was generated. Blockchain is essentially a decentralized database, a series of data blocks generated using cryptographic methods. Each data block contains relevant information used to verify the validity of the information (anti-counterfeiting) and generate the next block.
[0255] As can be seen from the above, this embodiment can obtain game scene data of the game through the client or game server of the reporting player, making it impossible for cheating players to tamper with or destroy this data, thereby greatly improving the detection efficiency of cheating detection based on this data. In addition, this solution can detect cheating behavior of cheating players while generating game cheating scene video clips. This makes it unnecessary to generate game cheating scene video clips first, but instead output the detection results for cheating behavior during the generation of game cheating scene video clips. Therefore, the game cheating scene video clips and the detection results can be aggregated and output together, so that the cheating player can be directly punished or the video clips can be submitted to the review staff for reconfirmation. Therefore, it can greatly save the outsourced manpower of cheating detection, improve the user experience of the cheating detection link, and more importantly, significantly improve the efficiency of cheating detection.
[0256] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0257] The storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0258] Since the instructions stored in the storage medium can execute the steps of any of the cheating detection methods provided in the embodiments of the present application, the beneficial effects achievable by any of the cheating detection methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0259] The cheating detection method and device provided in the embodiments of the present application are described in detail above. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is intended only to facilitate understanding of the method and core concept of the present application. Furthermore, those skilled in the art will appreciate that variations in the specific implementation methods and scope of application may occur based on the concepts of the present application. In summary, the contents of this specification should not be construed as limiting the present application.
Claims
1. A cheating detection method, characterized in that: include: Get the game's cheating report message; Based on the cheating report message, obtaining game scene data of the game from a trusted data source of the game; Rendering the game scene data to obtain a video clip of the game cheating scene; Decomposing the game scene data to obtain at least one game data packet of cheating behavior; Analyze the cheating behavior of the game data packet and obtain the analysis results; Generating a cheating detection result for the cheating report message based on the video clip and the parsing result, including: aggregating parsing results of at least one game data packet to obtain a summarized parsing result; generating a cheating detection result for the cheating report message based on the video clip and the summarized parsing result; wherein, based on the video clip and the summarized analysis results, a cheating detection result for the cheating report message is generated, including: judging the cheating attribute of the reported player based on the summarized analysis results; if the judgment result is cheating, determining the cheating detection result as cheating; if the judgment result is not cheating, sending the video clip and the summarized analysis results to a manual review unit; and determining the cheating detection result of the cheating report message based on the cheating judgment result returned by the manual review unit.
2. The cheating detection method according to claim 1, wherein: Rendering the game scene data to generate a video clip of the game cheating scene includes: Determining the game perspective of the reported player as the rendering perspective of the game scene data according to the source flag of the cheating report message; Based on the rendering perspective, the game scene data is converted to obtain converted game scene data; Generating a video clip of the complete game process using the converted game scene data; The cheating video clip is selected from the video clips of the complete game process as the video clip of the game cheating scene.
3. The cheating detection method according to claim 2, wherein: The cheating video clips are selected from the video clips of the complete game process as video clips of game cheating scenes, including: Identifying key cheating scenes in the full gameplay video clip; Searching for a video clip of a preset length including the key cheating scene in the video clip of the complete game process; Determine that the video clip of the preset duration is a video clip of a game cheating scene.
4. The cheating detection method according to claim 1, wherein: Decomposing the game scene data to obtain at least one game data packet of cheating behavior includes: Determining at least one cheating detection data category for the game scene data; Game data information under a corresponding cheating detection data category is extracted from the game scene data to obtain at least one game data packet of a cheating behavior.
5. The cheating detection method according to claim 1, wherein: Analyze the cheating behavior of the game data packet and obtain the analysis results, including: Obtaining the plug-in properties of the game data packet; Determining a detection plug-in corresponding to the game data packet based on the plug-in attribute; The game data packet is parsed by the detection plug-in to obtain a parsing result.
6. The cheating detection method according to claim 1, wherein: Based on the cheating report message, obtaining game scene data of the game from a trusted data source of the game, including: Determining a trusted data source for the game based on the cheating report message, wherein the trusted data source for the game includes the client that reported the player and the server of the game; Obtaining original game data of the game from the determined trusted data source; The obtained original game data is parsed to obtain game scene data of the game.
7. The cheating detection method according to claim 1, wherein: The method further comprises: Generating feedback information regarding the cheating report message based on the cheating detection result; The feedback information is sent to the client of the player who reported the cheating report message.
8. A cheating detection device, characterized in that: include: A first acquisition unit is used to acquire cheating reporting information of the game; A second acquisition unit is configured to acquire game scene data of the game from a trusted data source of the game based on the cheating report message; A rendering unit, configured to render the game scene data to obtain a video clip of a game cheating scene; a decomposition unit, configured to decompose the game scene data to obtain at least one game data packet of cheating behavior; The parsing unit is used to parse the game data packet for cheating behavior and obtain the parsing result; a generating unit, configured to generate a cheating detection result for the cheating report message based on the video clip and the parsing result; The generating unit includes: a summarizing subunit for summarizing the parsing results of at least one game data packet to obtain a summarized parsing result; a result generating subunit for generating a cheating detection result for the cheating report message based on the video clip and the summarized parsing result; The result generation subunit is configured to: judge the cheating attribute of the reported player based on the summarized analysis results; if the judgment result is cheating, determine the cheating detection result as cheating; if the judgment result is not cheating, send the video clip and the summarized analysis results to a manual review unit; and determine the cheating detection result of the cheating report message based on the cheating judgment result returned by the manual review unit.
9. A computer device, characterized in that: The computer device includes one or more computer-readable storage media memories, one or more processing core processors, and a power supply. The processor, in accordance with instructions, loads executable files corresponding to one or more application processes into the memory, and runs the applications stored in the memory to perform the steps of the cheating detection method according to any one of claims 1 to 7.
10. A storage medium, characterized in that: The storage medium stores a plurality of instructions, and the instructions are loaded by the processor to execute the steps of the cheating detection method according to any one of claims 1 to 7.
Citation Information
Patent Citations
Method and device of determining cheating user in online game
CN110339575A