Game detection method, device, electronic device and computer-readable storage medium
By establishing shadow characters on the client, combining initialization of basic data and dynamic interactive data to detect game cheating, the problems of low detection accuracy and large server resource utilization in the existing technology are solved, and a higher accuracy game cheating detection is achieved.
Patent Information
- Application Number
- CN202010508161.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2020-06-05
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2040-06-05
AI Technical Summary
In the prior art, game cheat detection is only based on the basic data of game characters, resulting in low accuracy of detection results and large server resources.
By establishing shadow roles on the client, determining the prediction parameter information of shadow roles based on initialization basic data and dynamic interaction data, and comparing them with the real parameter information of the real character, the server detects whether there is game cheating on the client.
It improves the accuracy of game cheat detection, reduces the server's data processing volume, and reduces the server's processing pressure.
Smart Images

Figure CN113750539B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of computer technology. Specifically, the present application relates to a game detection method, device, electronic device and computer-readable storage medium. Background Art
[0002] With the rapid growth of game users and the increasing variety of game types, games have been plagued by the problem of user cheating. Users exploit cheats to profit in games, for example, by multiplying attack power, i.e., adjusting the parameters of game characters to increase their attack damage. These unethical methods of profiteering are not only difficult to monitor but also result in significant financial losses for game developers. Therefore, detecting cheating in games is extremely important.
[0003] Currently, it is possible to collect the basic data of the game character in the client and compare and verify it with the basic data of the game character in the server to detect whether the parameter information of the game character is adjusted, thereby detecting whether there is game cheating. However, the parameter information of the game character is not only determined by the basic data of the game character, but also related to other data of the game character. If the parameter information is only detected based on the basic data, the data coverage is not comprehensive, resulting in low accuracy of the detection results. Summary of the Invention
[0004] The present application provides a game cheating detection method, device, electronic device and computer storage medium, which can solve the problems existing in the prior art.
[0005] The technical solutions provided in the embodiments of this application are as follows:
[0006] A first aspect of the present application provides a game cheating detection method, comprising:
[0007] Sending a game cheating detection request to the server, and receiving initialization basic data of the real character of the game sent by the server based on the game cheating detection request;
[0008] Create a shadow character for the real character based on the initialization basic data;
[0009] Obtain dynamic interaction data obtained after the real character enters the game; based on the initialization basic data and dynamic interaction data, determine the predicted parameter information of the shadow character and obtain the real parameter information of the real character;
[0010] The predicted parameter information of the shadow character and the real parameter information of the real character are sent to the server. The predicted parameter information and the real parameter information of the shadow character are used by the server to detect whether the client has cheated in the game with respect to the real character.
[0011] In an optional embodiment, the predicted parameter information of the shadow character includes attribute information of the shadow character;
[0012] Based on the initialization basic data and dynamic interaction data, the predicted parameter information of the shadow role is determined, including:
[0013] Determine the attribute information of the shadow character based on the initialization basic data and dynamic interaction data.
[0014] In an optional embodiment, the predicted parameter information of the shadow character includes the predicted attack damage of the shadow character;
[0015] Based on the initialization basic data and dynamic interaction data, the predicted parameter information of the shadow role is determined, including:
[0016] Determine the attribute information of the shadow character based on the initialization basic data and dynamic interaction data;
[0017] Based on the attribute information of the shadow character, the predicted attack damage of the shadow character is determined.
[0018] In an optional implementation, determining attribute information of the shadow character based on the initialization basic data and the dynamic interaction data includes:
[0019] Determine the initial attribute information of the shadow character based on the initialization basic data of the shadow character;
[0020] Obtain the attribute update rules of the game, adjust the initial attribute information of the shadow character based on the attribute update rules and dynamic interaction data, and adjust the attribute information of the shadow character.
[0021] In an optional embodiment, the dynamic interaction data includes: a gain buff or a loss buff;
[0022] Dynamic interaction data: At least one of the following:
[0023] The server sends dynamic interactive data to the client based on the game scene;
[0024] Dynamic interaction data obtained from real-life characters playing games;
[0025] Dynamic interaction data obtained by playing with other characters in the same team as the real character in the game and effective on the real character.
[0026] A second aspect of the present application provides a game cheating detection method, comprising:
[0027] When receiving a game cheating detection request from at least one client, sending initialization basic data of a corresponding real character of the game to the at least one client based on the game cheating detection request; the initialization basic data is used by the corresponding client to establish a shadow character for the real character;
[0028] receiving real parameter information of a real character and predicted parameter information of a shadow character established for the real character respectively sent by at least one client;
[0029] The predicted parameter information of the shadow character is determined by the corresponding client based on the initialization basic data and the dynamic interaction data obtained after the real character enters the game;
[0030] Based on the predicted parameter information of the shadow character corresponding to at least one client and the real parameter information of the real character, it is detected whether each client has cheated in the game with respect to the corresponding real character.
[0031] In an optional embodiment, based on the predicted parameter information of the shadow character corresponding to at least one client and the real parameter information of the real character, detecting whether each client has cheated on the corresponding real character includes at least one of the following:
[0032] Determining whether a ratio between predicted parameter information of a shadow character corresponding to at least one client and real parameter information of a real character is within a preset ratio range, and determining whether each client has cheated in the game with respect to the corresponding real character based on the determination result;
[0033] Based on the predicted parameter information of the shadow character corresponding to at least one client and the real parameter information of the real character, and according to a preset list of historical game cheating clients, it is determined whether each client has cheated in the game for the corresponding real character.
[0034] A third aspect of the present application provides a game cheating detection method, comprising:
[0035] The first client sends a game cheat detection request to the server, and receives initialization basic data of a real character of a game run by a second client, sent by the server based on the game cheat detection request; the second client and the first client are in the same game scene; the first client creates a shadow character for the real character based on the initialization basic data;
[0036] The first client obtains dynamic interaction data obtained after the real character enters the game; based on the initialization basic data and the dynamic interaction data, determines the predicted parameter information of the shadow character, and sends the predicted parameter information to the server;
[0037] The second client obtains the real parameter information of the real character and sends the real parameter information to the server;
[0038] The server detects whether the client cheats in the game against the real character based on the predicted parameter information and the real parameter information of the shadow character.
[0039] A fourth aspect of the present application provides a game cheating detection device, comprising:
[0040] A first transceiver module is configured to send a game cheating detection request to a server and receive initialization basic data of a real character of a game sent by the server based on the game cheating detection request;
[0041] A role creation module is used to create a shadow role for the real role based on the initialization basic data;
[0042] A determination module is used to obtain dynamic interaction data obtained after the real character enters the game; based on the initialization basic data and the dynamic interaction data, the predicted parameter information of the shadow character is determined, and the real parameter information of the real character is obtained;
[0043] The second transceiver module is used to send the predicted parameter information of the shadow character and the real parameter information of the real character to the server. The predicted parameter information and the real parameter information of the shadow character are used by the server to detect whether the client has cheated in the game against the real character.
[0044] In an optional embodiment, the predicted parameter information of the shadow character includes attribute information of the shadow character;
[0045] The determination module is specifically used to determine the attribute information of the shadow role based on the initialization basic data and dynamic interaction data.
[0046] In an optional embodiment, the predicted parameter information of the shadow character includes the predicted attack damage of the shadow character;
[0047] A determination module is specifically used to determine the attribute information of the shadow role based on the initialization basic data and dynamic interaction data;
[0048] Based on the attribute information of the shadow character, the predicted attack damage of the shadow character is determined.
[0049] In an optional implementation, when the determination module determines the attribute information of the shadow character based on the initialization basic data and the dynamic interaction data, it is specifically configured to:
[0050] Determine the initial attribute information of the shadow character based on the initialization basic data of the shadow character;
[0051] Obtain the attribute update rules of the game, adjust the initial attribute information of the shadow character based on the attribute update rules and dynamic interaction data, and adjust the attribute information of the shadow character.
[0052] In an optional embodiment, the dynamic interaction data includes: a gain buff or a loss buff;
[0053] Dynamic interaction data: At least one of the following:
[0054] The server sends dynamic interactive data to the client based on the game scene;
[0055] Dynamic interaction data obtained from real-life characters playing games;
[0056] Dynamic interaction data that is obtained by playing with other characters in the same team as the real character in the game and is effective on the real character.
[0057] A fifth aspect of the present application provides a game cheating detection device, comprising:
[0058] The third transceiver module is configured to, upon receiving a game cheating detection request from at least one client, send initialization basic data of a corresponding real character of the game to the at least one client based on the game cheating detection request; the initialization basic data is used by the corresponding client to establish a shadow character corresponding to the real character;
[0059] a fourth transceiver module, configured to receive real parameter information of a real character and predicted parameter information of a shadow character established for the real character, respectively, sent by at least one client;
[0060] The predicted parameter information of the shadow character is determined by the corresponding client based on the initialization basic data and the dynamic interaction data obtained after the real character enters the game;
[0061] The first detection module is used to detect whether each client cheats in the game with respect to the corresponding real character based on the predicted parameter information of the shadow character and the real parameter information of the real character corresponding to at least one client.
[0062] In an optional implementation, the first detection module may perform at least one of the following operations:
[0063] Determining whether a ratio between predicted parameter information of a shadow character corresponding to at least one client and real parameter information of a real character is within a preset ratio range, and determining whether each client has cheated in the game with respect to the corresponding real character based on the determination result;
[0064] Based on the predicted parameter information of the shadow character corresponding to at least one client and the real parameter information of the real character, and according to a preset list of historical game cheating clients, it is determined whether each client has cheated in the game for the corresponding real character.
[0065] A sixth aspect of the present application provides a game cheating detection device, comprising:
[0066] a fifth transceiver module, configured to send a game cheating detection request to the server via the first client, and receive initialization basic data of a real character of a game run by a second client, sent by the server based on the game cheating detection request; the second client and the first client being in the same game scene; and the first client establishing a shadow character for the real character based on the initialization basic data;
[0067] A determination module is configured to obtain dynamic interaction data obtained after the real character enters the game through the first client; determine prediction parameter information of the shadow character based on the initialization basic data and the dynamic interaction data, and send the prediction parameter information to the server;
[0068] A sixth transceiver module, configured to obtain real parameter information of the real character through the second client and send the real parameter information to the server;
[0069] The second detection module is used to detect whether the client cheats in the game with respect to the real character based on the predicted parameter information and real parameter information of the shadow character through the server.
[0070] In the seventh aspect of an embodiment of the present application, an electronic device is provided, which includes a memory and a processor; a computer program is stored in the memory; and the processor is used to execute the method of any one of the first aspect and its optional implementation methods to the third aspect when running the computer program.
[0071] In an eighth aspect of an embodiment of the present application, a computer-readable storage medium is provided, on which a computer program is stored. When the program is executed by a processor, the method of any one of the first aspect and its optional implementation methods to the third aspect is implemented.
[0072] The beneficial effects of the solution provided by the embodiment of the present application are:
[0073] A game cheating detection request can be sent to a server, thereby receiving the initialization basic data of the real character of the game sent by the server based on the request. A shadow character can be established for the real character based on the initialization basic data, and dynamic interaction data obtained after the real character enters the game can be obtained. Based on the initialization basic data and the dynamic interaction data, the predicted parameter information of the shadow character is determined. After obtaining the real parameter information of the real character, the predicted parameter information and the real parameter information can be sent to the server so that the server can detect whether the client has cheated in the game with respect to the real character. It can be seen that the predicted parameter information of the shadow character obtained by the present application not only takes into account the initialization basic data of the shadow character, but also takes into account the dynamic interaction data of the real character. The data coverage is more comprehensive. When detecting whether there is game cheating based on the predicted parameter information of the shadow character, the detection result is more accurate.
[0074] At the same time, this application also directly calculates the predicted parameter information based on the initialized basic data and dynamic interaction data. In this way, even if the basic data is not adjusted but the parameter information of the real character is adjusted by other means, it is possible to detect whether the parameter information of the real character has changed based on the predicted parameter information, thereby detecting whether the real character is cheating in the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0075] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for describing the embodiments of the present application.
[0076] Figure 1 This is a schematic diagram of an embodiment of the game detection method of the present application;
[0077] Figure 2 A schematic diagram of the scenario for dynamic interactive data in this application;
[0078] Figure 3 This is a schematic diagram of another embodiment of the game detection method of the present application;
[0079] Figure 4 A schematic diagram of the scenario for the game detection method of this application;
[0080] Figure 5 A schematic diagram of an embodiment of establishing a shadow role for this application;
[0081] Figure 6 Schematic diagram of an embodiment of calculating damage for the game of this application;
[0082] Figure 7 This is a schematic diagram of another embodiment of the game detection method of the present application;
[0083] Figure 8 This is a structural diagram of the game detection device of this application;
[0084] Figure 9 This is another structural diagram of the game detection device of this application;
[0085] Figure 10 This is another structural diagram of the game detection device of this application;
[0086] Figure 11 This is a schematic diagram of the structure of the electronic device of this application. DETAILED DESCRIPTION
[0087] The following describes in detail embodiments of the present application. Examples of the embodiments are shown in the accompanying drawings, wherein the same or similar reference numerals throughout represent the same or similar elements or elements having the same or similar functions. The embodiments described below with reference to the accompanying drawings are exemplary and are only used to explain the present application and are not to be construed as limiting the present invention.
[0088] It will be understood by those skilled in the art that, unless expressly stated otherwise, the singular forms "a", "an", "its" and "the" used herein may also include the plural forms. It should be further understood that the term "comprising" used in the specification of this application refers to the presence of features, steps, operations, elements and / or components, but does not exclude the presence or addition of one or more other features, steps, operations, elements, components and / or groups thereof. It should be understood that when we refer to an element as being "connected" or "coupled" to another element, it may be directly connected or coupled to the other element, or there may be intermediate elements. In addition, "connected" or "coupled" as used herein may include wireless connections or wireless couplings. The term "and / or" used herein includes all or any unit and all combinations of one or more associated listed items.
[0089] In existing solutions, the client can send the basic data of the game character to the server for comparison and verification with the basic data of the game character stored on the server to detect whether the parameter information of the game character has been modified, thereby detecting whether there is game cheating. However, there are the following main drawbacks:
[0090] 1. As mentioned above, the parameter information of the game character is related to not only the basic data of the game character, but also other data of the game character. The server only detects whether the parameter information has been modified based on the basic data. Obviously, the data covered is not comprehensive, and the detection result is not accurate.
[0091] 2. In addition to modifying the basic data of the game character to change the parameters of the game character, the client can also modify the parameters of the game character in other ways. The server only detects whether the parameter information has been modified based on the basic data. Obviously, it cannot detect this type of game cheating by modifying the parameter information in other ways;
[0092] 3. When the server performs calibration based on the basic data of the game character, the amount of basic data is very large, which occupies server resources and puts a lot of pressure on the server to process data, resulting in performance loss of the server.
[0093] To solve the above calculation problem, this application proposes a game cheating detection method. Below, the relevant technical terms involved in this application are first introduced and explained:
[0094] Online games refer to online games developed by game providers and downloaded by users (i.e. game players) through the client and completed by multiple players or individuals.
[0095] Client-side cheating includes enabling cheat effects on the client. Attack multiplication is a function of cheats. For example, attack multiplication refers to adjusting the parameter information of the game character to increase the character's attack damage. The parameter information generally includes attribute information and / or attack damage. The possible ways to implement attack multiplication are as follows:
[0096] 1. The client modifies the basic data of the game character based on user operations, and the basic data modification will affect the attribute information of the game character;
[0097] 2. The client directly modifies the game character's attribute information based on user operations;
[0098] 3. The client directly modifies the attack damage of the game character based on user operations.
[0099] To detect whether the real character in the client is cheating in the game according to the above attack multiplication method, please refer to Figure 1 The present application provides a method for detecting game cheating, which is executed by a client and includes:
[0100] Step S101: Send a game cheating detection request to a server, and receive initialization basic data of a real character of a game sent by the server based on the game cheating detection request;
[0101] The client sends a game cheating detection request to the server. The game cheating detection request can be actively initiated by the user through the client, or automatically initiated by the client without the user when starting the game, or the client receives a detection instruction from other clients or servers while running the game, and initiates a game cheating detection request based on the detection instruction.
[0102] The real character can be any character in the game or a specific character selected by the client. The game cheating detection request carries a real character identifier, so that the server can send the initialization basic data of the real character to the client based on the real character identifier.
[0103] In this embodiment, the client refers to the client operated by the game player corresponding to the real character. The real character refers to the character that actually participates in the game. The shadow character refers to a virtual character established for the real character and does not participate in the game. Generally speaking, the shadow character is invisible to the user. When the user applies a doubling attack effect to the character through the client, the doubling attack effect can only be applied to the real character, and cannot be applied to the shadow character. For example, the initial basic data of the shadow character will not be changed.
[0104] In this embodiment, the initialization basic data refers to the data required for the initial construction of the character, and the initialization basic data includes at least one of the following data: equipment information, character level, skill level, etc.;
[0105] Step S102: creating a shadow character for the real character based on the initialization basic data;
[0106] The server can establish a shadow role based on the initialization basic data of the real role. Specifically, the client can have established a blank role and configured the relevant parameters of the blank role based on the initialization basic data, thereby constructing a shadow role of the real role. It can be seen that the initialization basic data of the real role and the initialization basic data of the shadow role are the same.
[0107] Step S103: obtaining dynamic interaction data obtained after the real character enters the game; determining predicted parameter information of the shadow character based on the initialization basic data and the dynamic interaction data, and obtaining real parameter information of the real character;
[0108] The client obtains the dynamic interaction data obtained after the real character enters the game. The client can determine the predicted parameter information of the shadow character based on the initialization basic data and the dynamic interaction data. The method of determining the predicted parameter information will be introduced in the following embodiments.
[0109] In this embodiment, dynamic interaction data refers to: the parameter addition or parameter attenuation obtained based on the game rules after the real character operated by the user participates in the game. It can be seen that the dynamic interaction data will also change the character's parameter information. When the game is jointly participated by multiple clients, the multiple clients will affect each other's dynamic interaction data. For example, after client A performs the game task, the dynamic interaction data of client A and the dynamic interaction data of client B will both increase.
[0110] If the client determines and reports the prediction parameter information to the server once every certain detection period, the dynamic interaction data obtained after the real character enters the game refers to the dynamic interaction data of the real character within the time period.
[0111] The client can also obtain real parameter information of the real character, which can be the real parameter information of the real character after cheating in the game according to any one of the above three game cheating methods or other game cheating methods in addition to the above three game cheating methods.
[0112] Step S104: Send the predicted parameter information of the shadow character and the real parameter information of the real character to the server. The predicted parameter information and the real parameter information of the shadow character are used by the server to detect whether the client cheats in the game with respect to the real character.
[0113] When the above detection cycle is reached, the client sends the predicted parameter information of the shadow character and the real parameter information of the real character to the server, so that the server can determine the deviation between the predicted parameter information and the real parameter information, and thus detect whether the client has cheated in the game against the real character.
[0114] In this embodiment, a game cheating detection request can be sent to the server, thereby receiving the initialization basic data of the real character of the game sent by the server based on the request. A shadow character can be established for the real character based on the initialization basic data, and the dynamic interaction data obtained after the real character enters the game can be obtained. Based on the initialization basic data and the dynamic interaction data, the predicted parameter information of the shadow character is determined. After obtaining the real parameter information of the real character, the predicted parameter information and the real parameter information can be sent to the server so that the server can detect whether the client has cheated in the game with respect to the real character. It can be seen that the predicted parameter information of the shadow character obtained by the present application not only takes into account the initialization basic data of the shadow character, but also takes into account the dynamic interaction data of the real character. The data coverage is more comprehensive. When detecting whether there is game cheating based on the predicted parameter information of the shadow character, the detection result is more accurate.
[0115] At the same time, this application also directly calculates the predicted parameter information based on the initialized basic data and dynamic interaction data. In this way, even if the basic data is not adjusted but the parameter information of the real character is adjusted by other means, it is possible to detect whether the parameter information of the real character has changed based on the predicted parameter information, thereby detecting whether the real character is cheating in the game.
[0116] At the same time, the server of this application can check the predicted parameter information and the actual parameter information instead of checking the basic data of the game character. The amount of parameter information is relatively small, so this application reduces the data processing volume of the server and the server processing pressure is smaller.
[0117] Based on the above Figure 1Regarding the relevant discussion of the solution of the present application, the solution of the present application is described in detail below. In the embodiment of the present application, the parameter information of the character (shadow character or real character) includes at least one of the character's attribute information and attack damage. The method of determining the predicted parameter information of the shadow character specifically includes:
[0118] One possible scenario is:
[0119] If the predicted parameter information of the shadow character may include attribute information of the shadow character, then the step S103 of determining the predicted parameter information of the shadow character based on the initialization basic data and the dynamic interaction data may include:
[0120] Determine the attribute information of the shadow character based on the initialization basic data and dynamic interaction data.
[0121] In this embodiment, the character's attribute information includes at least one of the character's strength, intelligence, physical strength, spirit, physical attack, magic attack, etc.
[0122] The client can preset different rules for calculating the character's attribute information based on the character's basic data (i.e., initialized basic data) and / or dynamic interaction data based on different games. For example, for game A, Rule 1 is defined, and Rule 1 is a method for calculating attribute information based on the basic data of game A. For game B, Rule 2, which is different from Rule 1, is defined, and Rule 2 is a method for calculating attribute information based on the basic data of game B. The client can also preset different rules for calculating the character's attribute information based on the character's basic data and / or dynamic interaction data based on different game scenes. For example, for game scenes A and game scenes B of the same game, Rule 3 is defined for game scene A, and Rule 3 is a method for calculating attribute information based on the dynamic interaction data of game scene A. For game scene B, Rule 4, which is different from Rule 3, is defined, and Rule 4 is a method for calculating attribute information based on the dynamic interaction data of game scene B.
[0123] As can be seen, in this embodiment, the client can determine the attribute information of the shadow character based on the initialization basic data and dynamic interaction data. Therefore, the client can directly report the attribute information of the shadow character and the attribute information of the real character to the server, rather than reporting the basic data of the shadow character. The server determines whether there is game cheating by comparing the attribute information of the real character with the attribute information of the shadow character. In this way, even if the client directly modifies the attribute information of the real character to cheat in the game, it can still be detected. At the same time, because the calculated attribute information of the shadow character takes into account the dynamic interaction data, the attribute information is more accurate, and the server's detection results of game cheating are also more precise.
[0124] Another possible scenario is:
[0125] The predicted parameter information of the shadow character may also include the attack damage of the shadow character. Then, in the above step S103, the predicted parameter information of the shadow character is determined based on the initialization basic data and the dynamic interaction data, which may include:
[0126] Determine the attribute information of the shadow character based on the initialization basic data and dynamic interaction data;
[0127] Based on the attribute information of the shadow character, the predicted attack damage of the shadow character is determined.
[0128] In this embodiment, the client can determine the attribute information of the shadow character based on the initial basic data and dynamic interaction data. The implementation method of determining the attribute information can refer to the relevant discussion of the above embodiment and will not be repeated here.
[0129] The client can determine the attack damage of the shadow character based on the attribute information of the shadow character. In this embodiment, the client can preset different rules for calculating the character's attack damage based on the character's attribute information based on different games. For example, for Game A and Game B, the methods of calculating attack damage based on attribute information in the two games may be different; the client can also preset different rules for calculating the character's attack damage based on different game scenes. For example, for game scene A and game scene B of the same game, the methods of calculating attack damage based on attribute information in the two game scenes may also be different.
[0130] It can be seen that in this embodiment, if the client directly modifies the attack damage of the real character to cheat in the game, as mentioned above, this application takes into account the dynamic interaction data, and the calculated attribute information of the shadow character is more accurate, thereby the calculated attack damage of the shadow character is more accurate, and thus the server's detection results for game cheating are also more accurate.
[0131] Furthermore, in the two possible implementations described above, determining the attribute information of the shadow character based on the initialization basic data and the dynamic interaction data may include:
[0132] Determine the initial attribute information of the shadow character based on the initialization basic data of the shadow character;
[0133] Obtain the attribute update rules of the game, adjust the initial attribute information of the shadow character based on the attribute update rules and dynamic interaction data, and adjust the attribute information of the shadow character.
[0134] When the client determines the attribute information of the shadow character based on the initialized basic data and the dynamic interaction data, it can first determine the initial attribute information of the shadow character based on the initialized basic data. After the client obtains the pre-defined attribute update rules of the game, it adjusts the initial attribute information of the shadow character based on the attribute update rules and the dynamic interaction data to adjust the final attribute information of the shadow character.
[0135] In this embodiment, the attribute update rules can be defined by the server and sent to the client. The attribute update rules are the rules for converting dynamic interaction data into attribute information described in the above embodiments. As mentioned above, different rules can be defined based on the game itself or different game scenarios.
[0136] One possible implementation method is that the attribute update rule can be based on an initial attribute value in the initial attribute information, and increase or decrease the attribute value calculated based on the corresponding dynamic interaction data. For example, the initial physical attack is 1, and based on the attribute update rule, the physical attack calculated according to the dynamic interaction data is +1, then the final physical attack is 2.
[0137] Another feasible way is that the attribute update rule can be based on the attribute value change multiple calculated based on the corresponding dynamic interaction data. Based on a certain initial attribute value in the initial attribute information, the multiple can be increased or decreased. For example, the initial physical attack is 2. Based on the attribute update rule, the physical attack calculated according to the dynamic interaction data is increased by 100%, and the final physical attack is 4.
[0138] In this embodiment, if the above-mentioned dynamic interaction data can be dynamic interaction data within a detection period, then based on the attribute update rule and the dynamic interaction data, the attribute information of the shadow character can be adjusted based on the dynamic interaction data obtained in real time or periodically (the period is not greater than the detection period), and the initial attribute information of the shadow character is adjusted accordingly in real time or periodically. Specifically, within a detection period, the initial attribute information of the shadow character can be determined based on the initialization basic data of the shadow character, and then the initial attribute information is adjusted based on the dynamic interaction data obtained for the first time to obtain the adjusted initial attribute information. The adjusted initial attribute information is used as the above-mentioned initial attribute information, and the initial attribute information is adjusted based on the dynamic interaction data obtained next time until the attribute information of the above-mentioned shadow character is adjusted.
[0139] When the attribute information of the shadow character is adjusted in real time, the attack damage of the shadow character can also be adjusted in real time.
[0140] In this embodiment, after the client obtains the dynamic interaction data, the real character can also adjust the real character's attribute information based on the attribute update rules and the dynamic interaction data. That is, the real character and the shadow character adjust their attribute information in the same way after obtaining the dynamic interaction data. However, when the real character cheats in the game, the attack damage is higher than that of the shadow character because the initial attribute information of the two characters before the attribute information is adjusted based on the dynamic interaction data is different. For example:
[0141] The physical attack of the shadow character and the real character is 1, and the physical strength is 2. Later, the physical strength of the real character is modified to 3. Based on the modified attribute update rules, the original physical strength can be increased by 1 according to the dynamic interaction data. Then the physical strength of the real character is 4, and the physical strength of the shadow character is 3. If the attack damage = physical attack * physical strength, then it is obvious that the physical attack of the real character 4 is higher than the shadow character 3.
[0142] In this embodiment, after the client obtains the dynamic interaction data, the real character's attack multiplier effect can also change the attribute update rule, thereby adjusting the real character's attribute information based on the changed attribute update rule and the dynamic interaction data. However, the shadow character cannot apply the attack multiplier effect, and the shadow character uses the original attribute update rule. That is, the real character and the shadow character adjust their attribute information differently after obtaining the dynamic interaction data. For example:
[0143] The physical attack of the shadow character and the real character is 1, and the physical strength is 2. After the client obtains the dynamic interaction data, based on the attribute update rules, the original physical strength is doubled according to the dynamic interaction data. The real character modifies the attribute update rules through game cheats. Based on the modified attribute update rules, the original physical strength can be quadrupled according to the dynamic interaction data. The real character's physical strength is 8, and the shadow character's physical strength is 4. If the attack damage = physical attack * physical strength, it is obvious that the real character's physical attack of 8 is higher than the shadow character's 4.
[0144] In this embodiment, the dynamic interaction data includes: a gain buff or a loss buff;
[0145] Dynamic interaction data: At least one of the following:
[0146] The server sends dynamic interactive data to the client based on the game scene;
[0147] Dynamic interaction data obtained from real-life characters playing games;
[0148] Dynamic interaction data obtained by playing with other characters in the same team as the real character in the game and effective on the real character.
[0149] In this embodiment, dynamic interaction data will affect the character's attribute information in various ways. In addition to the dynamic interaction data sent by the server, there is also logic of mutual influence between local clients and multiple clients. It is difficult to obtain these dynamic interaction data by relying solely on the server, while client processing can process dynamic interaction data in real time, so that the attribute information of the shadow character is more accurate.
[0150] like Figure 2 As shown, dynamic interaction data is applied to both shadow characters and real characters. Dynamic interaction data mainly includes the following categories:
[0151] In this embodiment, buff in the game refers to various performance additions of the gain system (i.e., gain buff), or various performance attenuations of the debuff system (i.e., debuff buff), which can enhance or reduce the character's own abilities, such as enhancing or reducing the character's attribute values.
[0152] Dynamic interaction data includes buffs and debuffs. For example, based on the attribute update rule, after a client obtains a buff, it can increase the value of a certain attribute by X points and increase the value of another attribute by N times the original value, where N and X are both integers.
[0153] 1. The server sends dynamic interaction data to the client based on the game scene. Different game scenes correspond to different dynamic interaction data.
[0154] After the user controls the real character to enter the game, he or she can obtain a buff of gain or loss. Such buffs are sent through the TCP (Transport Control Protocol). The protocol information of the TCP protocol defines the data format for communication between the server and the client, so that the client can receive the dynamic interaction data sent by the server. The solution intercepts the protocol information to obtain the dynamic interaction data sent by the server, thereby updating the buff status for the shadow character and the real character.
[0155] For example, Figure 2 The security module applies the scene buff sent by the server to the shadow character and transfers the scene buff to each real character (actually it will be transferred to the module corresponding to the real character, and the module corresponding to the real character will apply the buff to the real character).
[0156] 2. Dynamic interaction data obtained by the real character playing the game, including:
[0157] (1) Gain buffs obtained by real characters performing game tasks: The user operates the real character to release the gain buff. The buff client itself synchronizes data through the local UDP (User Data Protocol) protocol. The solution can intercept the protocol information to achieve data synchronization, thereby updating the buff status for the shadow character; for example Figure 2 In the game, the real character will release buffs (for example, the real character performs game tasks), and the buffs released by itself will also be applied to the shadow character. The security module can transfer the collected data to the module corresponding to the real character to apply it to the real character.
[0158] (2) The real character applies a debuff based on the game rules: The real character may be given a debuff when being attacked by a specific target in the game (for example, being hit by a monster in the game). The buff client itself synchronizes data through the local UDP protocol. The solution intercepts the protocol information to achieve data synchronization and update the buff status for the shadow character; for example Figure 2 In the game, after the security module obtains the debuff imposed by the monster, it applies the debuff to the shadow character, and at the same time transfers the debuff to the module corresponding to the real character to be applied to the real character.
[0159] 3. Dynamic interaction data obtained by playing with other characters on the same team as the real character (for example, completing game tasks) and affecting the real character. When users are in a team, some buff effects can be applied to teammates. These buffs are synchronized between clients via the UDP protocol. The solution intercepts protocol information to synchronize data with other clients and update the buff status for the shadow character.
[0160] For example Figure 2 In the game, the real character's teammate releases the teammate buff. The real character's client and the teammate's client are in the same game scene. The real character's client receives the UDP protocol data sent by the teammate's client and obtains the teammate buff. The security module collects the teammate buff, applies the teammate buff to the shadow character, and transfers the teammate buff to the real character.
[0161] The above describes the game cheating detection method of this application from the perspective of the client. Figure 3 , this application's game cheating detection method is introduced from the server's perspective:
[0162] A game cheating detection method of the present application may include:
[0163] Step S301: When receiving a game cheating detection request from at least one client, sending initialization basic data of a corresponding real character of the game to the at least one client based on the game cheating detection request; the initialization basic data is used by the corresponding client to establish a shadow character for the real character;
[0164] Step S302: receiving real parameter information of a real character and predicted parameter information of a shadow character established for the real character respectively sent by at least one client;
[0165] The predicted parameter information of the shadow character is determined by the corresponding client based on the initialization basic data and the dynamic interaction data obtained after the real character enters the game;
[0166] Step S303: Based on the predicted parameter information of the shadow character corresponding to at least one client and the real parameter information of the real character, detecting whether each client has cheated in the game with respect to the corresponding real character.
[0167] The solution of this embodiment is essentially the same as the above Figure 1 The scheme shown and the optional embodiment are the same scheme, and their specific implementation methods can refer to the above Figure 1 The detailed discussion of the illustrated solution and its optional embodiments will not be repeated here.
[0168] In this embodiment, based on the predicted parameter information of the shadow character and the real parameter information of the real character corresponding to at least one client, detecting whether each client has cheated on the corresponding real character includes at least one of the following:
[0169] Determining whether a ratio between predicted parameter information of a shadow character corresponding to at least one client and real parameter information of a real character is within a preset ratio range, and determining whether each client has cheated in the game with respect to the corresponding real character based on the determination result;
[0170] Based on the predicted parameter information of the shadow character corresponding to at least one client and the real parameter information of the real character, and according to a preset list of historical game cheating clients, it is determined whether each client has cheated in the game for the corresponding real character.
[0171] When checking for cheating on the corresponding real character, each client will compare the shadow character's attribute information with the real character's attribute information, as well as the shadow character's attack damage with the real character's attack damage. At the same time, some online games have complex logic and report many attributes, which may cause some attributes to fluctuate greatly. Directly using these attributes to detect cheating may lead to misjudgment. To avoid misjudgment:
[0172] One possible scenario is that if the server determines that one or more attributes of the predicted parameter information of the shadow character differ significantly from the actual parameter information of the real character (for example, the error is greater than an error threshold), then the server can further filter out attributes that can be used for punishment based on the black and white portrait. The black and white portrait can be a preset list of historical game cheating clients. If the client corresponding to the real character is a client on the list, then the real character is determined to have cheated in the game. Otherwise, the real character is not cheating in the game. This can prevent the server from making a wrong judgment.
[0173] Another possible scenario is to set different preset ratio ranges or ratio thresholds based on different game scenarios. The ratio between the preset parameter information and the actual parameter information can be calculated to determine whether the ratio is within the preset ratio range or whether the ratio reaches the ratio threshold. If the ratio is within the preset ratio range or the ratio reaches the ratio threshold, it is determined that the real character has cheated in the game; otherwise, the real character has not cheated in the game.
[0174] It can be seen that the predicted parameter information of the shadow character received by the server of this application not only takes into account the initialization basic data of the shadow character, but also takes into account the dynamic interaction data of the real character. The data coverage is more comprehensive. When detecting whether the game is cheating based on the predicted parameter information of the shadow character, the detection result is more accurate. At the same time, the server of this application can directly receive the predicted parameter information of the shadow character and the real parameter information of the real character. In this way, when the parameter information of the real character is adjusted by other means to cheat in the game, the server can also detect whether the parameter information of the real character has changed based on the predicted parameter information, thereby detecting whether the real character is cheating in the game.
[0175] In summary, this application creates a shadow character of the real character on the client side. At the same time, the attribute information of the real character and the shadow character is collected and reported to the server. In addition to the attribute information collection, the scheme can also report the attack damage of the shadow character and the attack damage of the real character to the server at the same time. The server finds cheating behavior in the game through attribute comparison and attack damage comparison and punishes it. Figure 4 , the solution of this application can be summarized as follows:
[0176] Step 1: The client generates a shadow role using the basic data sent by the server (i.e., initialization basic data);
[0177] Figure 5 Schematic diagram of the embodiment of the shadow role establishment of this application, the client requests the basic data of the real role from the server, and the server sends the basic data (corresponding to the real role identifier carried in the request) to the security module in the client. Figure 5The server sends basic role information), the basic data contains multiple data categories, and the security module classifies and applies the basic data to the shadow role to establish the shadow role.
[0178] Step 2: The security module transfers the character information to the game;
[0179] Continue to refer to Figure 5 The security module forwards the basic data to the module corresponding to the real role (i.e. Figure 5 The security module in the game transfers the character information to the game) so that the module corresponding to the real character can initialize and build the real character based on the basic data. It should be noted that the game has a separate skill level update protocol. That is, after the shadow character and the real character are initialized, the skill level of the character will be updated after entering the game. The server sends the skill level update protocol to the client. After the client receives the skill level update protocol, the security module can update the skill level information for the shadow character and transfer the skill level information to the real character so that the real character can update the skill level information.
[0180] Step 3: The security module applies the dynamic interaction buff to the shadow character;
[0181] The security module obtains dynamic interaction data and updates the buff status of the shadow character in real time.
[0182] The specific implementation of step 3 can refer to the relevant discussion of the above embodiment and will not be repeated here.
[0183] Step 4: The security module transfers the dynamic interaction class buff;
[0184] The security module also forwards dynamic interaction data to the module corresponding to the real character to update the real character's buff status. If the buff status is updated in real time, the attribute information and attack damage of the shadow character or the real character can also be updated in real time.
[0185] Step 5: Collect the attribute information and damage value of the real character;
[0186] Step 6: Collect the shadow character's attribute information and the shadow character's self-calculated damage value;
[0187] The client can collect the attribute information of the real character and the shadow character respectively once every certain detection period (for example, 30 seconds).
[0188] like Figure 6 In the , the client calculates the damage value of the shadow character by the attribute information of the shadow character (corresponding to Figure 6 At the same time, the client collects the damage value of the shadow character and the damage value of the real character.
[0189] The specific implementation of steps 4 to 6 can refer to the relevant discussion of the above embodiment and will not be repeated here.
[0190] Step 7: The client reports the shadow character's attribute information and attack damage, as well as the real character's attribute information and attack damage value to the security server;
[0191] Step 8: The server issues a penalty;
[0192] The server compares the attribute information and attack damage of the real character and the shadow character respectively. If the server finds any abnormality, it will issue a penalty as appropriate.
[0193] Currently, online games offer a variety of penalties, generally tailored to the user's egregious behavior. Penalties range from one hour to a ban. This is primarily intended to deter cheating users and encourage them to stop their behavior promptly.
[0194] In summary, this application has the following beneficial effects:
[0195] 1. Transferring the collection of initialization basic data from the server to the client reduces server resource usage and data processing pressure, and enhances server performance;
[0196] 2. The ability to calculate the character's attribute information instead of reporting the character's initial basic data significantly reduces the type and amount of data the client needs to collect;
[0197] 3. Server data cannot perceive dynamic interaction data in real time. By taking over dynamic interaction data through the client, the coverage of data is more comprehensive and the attribute information of shadow characters can be updated in real time. The attribute information of shadow characters collected by the client is more accurate. At the same time, the attack damage calculated based on this attribute information is also more accurate, which improves the accuracy of the game cheating detection results;
[0198] 4. As mentioned above, the server can detect that the client directly modifies the attribute information of the real character;
[0199] 5. This application creates a shadow character, and can directly apply the basic data to the character, allowing the corresponding client of the game to calculate the attribute information of the shadow character. This method of calculating attribute information is relatively low cost.
[0200] Please refer to Figure 7 The present application also provides a method for detecting game cheating, wherein the client operating the real character and the client operating the shadow character can be different clients, and the method includes:
[0201] Step S701: A first client sends a game cheating detection request to a server, and receives initialization basic data of a real character in a game run by a second client, sent by the server based on the game cheating detection request; the second client and the first client are in the same game scene; the first client creates a shadow character for the real character based on the initialization basic data;
[0202] Step S701 of this embodiment can refer to step S101 of the above embodiment, except that, in this embodiment, the first client can confirm the real character to be detected for cheating, or the second client can determine the real character to be detected for cheating and then send the real character identifier to the first client.
[0203] And different from the above Figure 1 The embodiment shown is that Figure 1 In the illustrated embodiment, the real character and the shadow character are created and controlled by the same client, whereas in this embodiment, the real character is created and controlled by the second client, and the shadow character is created and controlled by the first client.
[0204] In this embodiment, the second client is a client that creates a real character. The second client can obtain real parameter information of the real character. The first client and the second client are in the same game scene, which means that the user corresponding to the first client and the user corresponding to the second client are users of the same game. They can be game players of the same team, or the user corresponding to the first client and the user corresponding to the second client can be two hostile players in the same game.
[0205] Step S702: The first client obtains dynamic interaction data obtained after the real character enters the game; based on the initialization basic data and the dynamic interaction data, determines prediction parameter information of the shadow character, and sends the prediction parameter information to the server;
[0206] Step S703: The second client in the same game scene as the first client obtains the real parameter information of the real character and sends the real parameter information to the server;
[0207] The specific implementation of steps S702 to S703 in this embodiment can refer to the above Figure 1 The corresponding contents in the illustrated embodiment will not be described in detail here. The difference is that the predicted parameter information and the actual parameter information are collected and reported by different clients.
[0208] Step S704: The server detects whether the client cheats in the game with respect to the real character based on the predicted parameter information and the real parameter information of the shadow character.
[0209] The specific implementation method of the server detecting whether the client has cheated in the game can refer to the above Figure 3 The corresponding contents in the illustrated embodiments will not be described in detail here.
[0210] In this embodiment, there is another possible situation that the first client and the second client are not in the same game scene, then the first client cannot obtain the dynamic interaction data of the real character run by the second client, then the first client can establish a shadow character for the real character based on the initialization basic data, directly determine the predicted parameter information of the shadow character based on the initialization basic data, and send the predicted parameter information to the server, and the server detects whether the real character has cheated in the game based on the predicted parameter information.
[0211] In this embodiment, a shadow role for the real role established by the second client can be established on the first client, and the first client reports the predicted parameter information of the shadow role to the server, and the second client reports the real parameter information of the real role. The technical effect of this embodiment can refer to the above Figure 1 The technical effects of the illustrated embodiment will not be described in detail here.
[0212] A further effect is that this embodiment distributes the data processing pressure to two clients, reducing the data processing pressure of each client. In a game cheating detection, interaction between the server and multiple clients is realized, which can be applied to more game scenarios.
[0213] Please refer to Figure 8 , this application also provides a game cheating detection device, which may include:
[0214] The first transceiver module 801 is configured to send a game cheating detection request to a server and receive initialization basic data of a real character of a game sent by the server based on the game cheating detection request;
[0215] A role creation module 802 is used to create a shadow role for the real role based on the initialization basic data;
[0216] The determination module 803 is used to obtain dynamic interaction data obtained after the real character enters the game; based on the initialization basic data and the dynamic interaction data, the predicted parameter information of the shadow character is determined, and the real parameter information of the real character is obtained;
[0217] The second transceiver module 804 is used to send the predicted parameter information of the shadow character and the real parameter information of the real character to the server. The predicted parameter information and the real parameter information of the shadow character are used by the server to detect whether the client cheats on the real character.
[0218] In an optional embodiment, the predicted parameter information of the shadow character includes attribute information of the shadow character;
[0219] The determination module 803 is specifically configured to determine attribute information of the shadow character based on the initialization basic data and the dynamic interaction data.
[0220] In an optional embodiment, the predicted parameter information of the shadow character includes the predicted attack damage of the shadow character;
[0221] The determination module 803 is specifically configured to determine attribute information of the shadow character based on the initialization basic data and the dynamic interaction data;
[0222] Based on the attribute information of the shadow character, the predicted attack damage of the shadow character is determined.
[0223] In an optional implementation, when determining the attribute information of the shadow character based on the initialization basic data and the dynamic interaction data, the determination module 803 is specifically configured to:
[0224] Determine the initial attribute information of the shadow character based on the initialization basic data of the shadow character;
[0225] Obtain the attribute update rules of the game, adjust the initial attribute information of the shadow character based on the attribute update rules and dynamic interaction data, and adjust the attribute information of the shadow character.
[0226] In an optional embodiment, the dynamic interaction data includes: a gain buff or a loss buff;
[0227] Dynamic interaction data: At least one of the following:
[0228] The server sends dynamic interactive data to the client based on the game scene;
[0229] Dynamic interaction data obtained from real-life characters playing games;
[0230] Dynamic interaction data obtained by playing with other characters in the same team as the real character in the game and effective on the real character.
[0231] Please refer to Figure 9 , the present application also provides a game cheating detection device, which may include:
[0232] The third transceiver module 901 is configured to, upon receiving a game cheating detection request from at least one client, send initialization basic data of a corresponding real character of the game to the at least one client based on the game cheating detection request; the initialization basic data is used by the corresponding client to establish a shadow character corresponding to the real character;
[0233] The fourth transceiver module 902 is configured to receive real parameter information of a real character and predicted parameter information of a shadow character established for the real character, respectively, sent by at least one client;
[0234] The predicted parameter information of the shadow character is determined by the corresponding client based on the initialization basic data and the dynamic interaction data obtained after the real character enters the game;
[0235] The first detection module 903 is used to detect whether each client cheats in the game with respect to the corresponding real character based on the predicted parameter information of the shadow character and the real parameter information of the real character corresponding to at least one client.
[0236] In an optional implementation, the first detection module 903 may perform at least one of the following operations:
[0237] Determining whether a ratio between predicted parameter information of a shadow character corresponding to at least one client and real parameter information of a real character is within a preset ratio range, and determining whether each client has cheated in the game with respect to the corresponding real character based on the determination result;
[0238] Based on the predicted parameter information of the shadow character corresponding to at least one client and the real parameter information of the real character, and according to a preset list of historical game cheating clients, it is determined whether each client has cheated in the game for the corresponding real character.
[0239] Please refer to Figure 10 , this application also provides a game cheating detection device, which may include:
[0240] The fifth transceiver module 1001 is configured to send a game cheating detection request to the server via the first client, and receive initialization basic data of a real character in a game run by a second client, sent by the server based on the game cheating detection request; the second client and the first client are in the same game scene; and the first client creates a shadow character for the real character based on the initialization basic data.
[0241] Determination module 1002, configured to obtain dynamic interaction data obtained after the real character enters the game through the first client; determine prediction parameter information of the shadow character based on the initialization basic data and the dynamic interaction data, and send the prediction parameter information to the server;
[0242] The sixth transceiver module 1003 is configured to obtain real parameter information of the real character through the second client and send the real parameter information to the server;
[0243] The second detection module 1004 is used to detect whether the client cheats in the game with respect to the real character based on the predicted parameter information and the real parameter information of the shadow character through the server.
[0244] Since the apparatus provided in the embodiments of the present invention is capable of executing the corresponding method in the embodiments of the present invention, those skilled in the art will be able to understand the specific implementation and various variations of the apparatus in the embodiments of the present invention based on the method in the embodiments of the present invention. Therefore, how the apparatus implements the method in the embodiments of the present invention will not be described in detail here. As long as the apparatus used by those skilled in the art to implement the method in the embodiments of the present invention falls within the scope of protection of this application.
[0245] Based on Figure 1 or Figure 3 Based on the same principle as the method shown in , an embodiment of the present application further provides an electronic device, which includes a memory and a processor; the memory stores a computer program; the processor is used to execute the method provided in any optional embodiment of the present application when running the computer program.
[0246] An embodiment of the present application further provides a computer-readable storage medium having a computer program stored thereon. When the program is executed by a processor, the method provided in any optional embodiment of the present application can be implemented.
[0247] As an example, Figure 11 : shows a structural diagram of an electronic device 7000 to which the present application can be applied. The electronic device includes a memory 7003 and a processor 7001. The memory 7003 stores a computer program, and the processor 7001 is used to execute any of the above methods when running the computer program.
[0248] Specifically, the electronic device may be a terminal, a server or other possible devices. Figure 11 It only shows an optional schematic structure of the electronic device. Figure 11 The structure of the electronic device 7000 shown in the figure does not constitute a limitation to the embodiments of the present application.
[0249] The processor 7001 and the memory 7003 are connected, for example, via a bus 7002. Optionally, the electronic device 7000 may further include a transceiver 7004. It should be noted that in actual applications, there is not limited to one transceiver 7004, and the transceiver 7004 may be specifically used for communication between the electronic device 7000 and other devices.
[0250] Processor 7001 can be a CPU (Central Processing Unit), a general-purpose processor, a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or other programmable logic devices, transistor logic devices, hardware components, or any combination thereof. It can implement or execute the various exemplary logic blocks, modules, and circuits described in conjunction with the contents of this application. Processor 7001 can also be a combination that implements computing functions, such as a combination of one or more microprocessors, a combination of a DSP and a microprocessor, etc.
[0251] Bus 7002 may include a path for transmitting information between the above components. Bus 7002 may be a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus. Bus 7002 may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 11 Only one thick line is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0252] The memory 7003 can be a ROM (Read Only Memory) or other types of static storage devices that can store static information and instructions, a RAM (Random Access Memory) or other types of dynamic storage devices that can store information and instructions, or an EEPROM (Electrically Erasable Programmable Read Only Memory), a CD-ROM (Compact Disc Read Only Memory) or other optical disk storage, optical disk storage (including compact discs, laser discs, optical discs, digital versatile discs, Blu-ray discs, etc.), a magnetic disk storage medium or other magnetic storage device, or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and can be accessed by a computer, but is not limited to these.
[0253] The memory 7003 is used to store application code for executing the solution of the present application, and the execution is controlled by the processor 7001. The processor 7001 is used to execute the application code stored in the memory 7003 to implement the content shown in any of the above method embodiments.
[0254] It should be understood that although the steps in the flowcharts of the accompanying drawings are shown in sequence as indicated by the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless otherwise specified herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some of the steps in the flowcharts of the accompanying drawings may include multiple sub-steps or multiple stages, and these sub-steps or stages are not necessarily executed at the same time, but can be executed at different times, and their execution order is not necessarily sequential, but can be executed in turn or alternately with other steps or at least a portion of the sub-steps or stages of other steps.
[0255] The above are only some of the embodiments of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present invention. These improvements and modifications should also be regarded as within the scope of protection of the present invention.
Claims
1. A method for detecting game cheating, characterized in that: The method is executed by the client and includes: Sending a game cheating detection request to a server, and receiving initialization basic data of a real character of the game sent by the server based on the game cheating detection request; creating a shadow character for the real character based on the initialization basic data; wherein the initialization basic data of the shadow character is the initialization basic data of the real character; Acquire dynamic interaction data obtained after the real character enters the game; acquire real parameter information of the real character; wherein the real parameter information includes attribute information of the real character and attack damage of the real character; Determining initial attribute information of the shadow character based on the initialization basic data of the shadow character; adjusting the initial attribute information based on the attribute update rule of the game and the dynamic interaction data to obtain attribute information of the shadow character; Determining the predicted attack damage of the shadow character based on the attribute information of the shadow character and the attack damage calculation rules preset in the game; The attribute information of the shadow character, the predicted attack damage, and the real parameter information of the real character are sent to the server, so that the server can detect whether the client has cheated in the game against the real character based on the difference between the attribute information of the shadow character and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character.
2. The method according to claim 1, characterized in that The dynamic interaction data includes at least one of performance addition data for enhancing the character's ability or performance decay data for reducing the character's ability.
3. The method according to claim 1, characterized in that The dynamic interaction data includes at least one of the following: The server sends dynamic interaction data to the client based on the game scene; Dynamic interaction data obtained by the real character playing the game; Dynamic interaction data obtained by playing games with other characters in the same team as the real character in the game and effective for the real character.
4. The method according to claim 1, wherein The detecting whether the client cheats against the real character based on the difference between the attribute information of the shadow character and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, is performed by the server in at least one of the following ways: determining whether a ratio between the attribute information of the shadow character and the attribute information of the real character is within a preset ratio range, and whether a ratio between the predicted attack damage of the shadow character and the attack damage of the real character is within the preset ratio range, and determining whether the client has cheated on the real character based on the determination results; Based on the difference between the attribute information of the shadow character and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, according to a preset list of historical game cheating clients, it is determined whether the client has cheated in the game against the real character.
5. A method for detecting game cheating, characterized in that: include: When receiving a game cheating detection request sent by at least one client, sending initialization basic data of a corresponding real character of the game to the at least one client based on the game cheating detection request; The initialization basic data is used by the corresponding client to establish a shadow role for the real role; the initialization basic data of the shadow role is the initialization basic data of the real role; Receive real parameter information of a real character, attribute information of a shadow character established for the real character, and predicted attack damage, respectively, sent by at least one client; wherein the real parameter information includes the attribute information of the real character and the attack damage of the real character; the attribute information of the shadow character is obtained by adjusting the initial attribute information of the shadow character based on the attribute update rules of the game and dynamic interaction data obtained after the real character enters the game; the initial attribute information of the shadow character is determined based on the initialization basic data of the shadow character; the predicted attack damage of the shadow character is determined based on the attribute information of the shadow character and the attack damage calculation rules preset by the game; Based on the difference between the attribute information of the shadow character and the attribute information of the real character corresponding to at least one client, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, it is detected whether each client has cheated in the game with respect to the corresponding real character.
6. The method according to claim 5, characterized in that The dynamic interaction data includes at least one of performance addition data for enhancing the character's ability or performance decay data for reducing the character's ability.
7. The method according to claim 5, characterized in that The dynamic interaction data includes at least one of the following: The server sends dynamic interaction data to the corresponding client based on the game scene; Dynamic interaction data obtained by the real character playing the game; Dynamic interaction data obtained by playing games with other characters in the same team as the real character in the game and effective for the real character.
8. The method according to claim 5, characterized in that The detecting whether each client cheats on the corresponding real character based on the difference between the attribute information of the shadow character and the attribute information of the real character respectively corresponding to the at least one client, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, includes at least one of the following: determining whether a ratio between attribute information of the shadow character and attribute information of the real character respectively corresponding to the at least one client is within a preset ratio range, and whether a ratio between predicted attack damage of the shadow character and attack damage of the real character is within the preset ratio range, and determining whether each client has cheated in the game with respect to the corresponding real character based on the determination result; Based on the difference between the attribute information of the shadow character corresponding to at least one client and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, and according to a preset list of historical game cheating clients, it is determined whether each client has cheated in the game for the corresponding real character.
9. A method for detecting game cheating, characterized in that: include: The first client sends a game cheating detection request to the server, and receives initialization basic data of a real character of a game run by the second client, which is sent by the server based on the game cheating detection request; The second client and the first client are in the same game scene; The first client creates a shadow character for the real character based on the initialization basic data; the initialization basic data of the shadow character is the initialization basic data of the real character; The first client obtains dynamic interaction data obtained after the real character enters the game; Determining initial attribute information of the shadow character based on the initialization basic data; Adjusting the initial attribute information based on the attribute update rules of the game and the dynamic interaction data to obtain attribute information of the shadow character; Determining the predicted attack damage of the shadow character based on the attribute information of the shadow character and the attack damage calculation rule preset by the game, and sending the attribute information of the shadow character and the predicted attack damage to the server; The second client obtains real parameter information of the real character and sends the real parameter information to the server; wherein the real parameter information includes attribute information of the real character and attack damage of the real character; The server detects whether the second client cheats on the real character based on the difference between the attribute information of the shadow character and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character.
10. The method according to claim 9, characterized in that The dynamic interaction data includes at least one of performance addition data for enhancing the character's ability or performance decay data for reducing the character's ability.
11. The method according to claim 9, characterized in that The dynamic interaction data includes at least one of the following: Dynamic interaction data sent by the server to the second client based on the game scene; Dynamic interaction data obtained by the real character playing the game; Dynamic interaction data obtained by playing games with other characters in the same team as the real character in the game and effective for the real character.
12. The method according to claim 9, characterized in that Detecting whether the second client cheats against the real character based on the difference between the attribute information of the shadow character and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, includes at least one of the following: determining whether a ratio between the attribute information of the shadow character and the attribute information of the real character is within a preset ratio range, and whether a ratio between the predicted attack damage of the shadow character and the attack damage of the real character is within the preset ratio range, and determining whether the second client has cheated on the real character based on the determination result; Based on the difference between the attribute information of the shadow character and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, and according to a preset list of historical game cheating clients, determine whether the second client has cheated in the game against the real character.
13. A game cheating detection device, characterized in that: The device is deployed in the client and includes: a first transceiver module, configured to send a game cheating detection request to a server, and receive initialization basic data of a real character of a game sent by the server based on the game cheating detection request; A role creation module, configured to create a shadow role for the real role based on the initialization basic data; wherein the initialization basic data of the shadow role is the initialization basic data of the real role; a determination module configured to obtain dynamic interaction data obtained after the real character enters the game; obtain real parameter information of the real character; wherein the real parameter information includes attribute information of the real character and attack damage of the real character; determine initial attribute information of the shadow character based on initialization basic data of the shadow character; adjust the initial attribute information based on attribute update rules of the game and the dynamic interaction data to obtain attribute information of the shadow character; and determine predicted attack damage of the shadow character based on the attribute information of the shadow character and attack damage calculation rules preset by the game; The second transceiver module is used to send the attribute information of the shadow character, the predicted attack damage and the real parameter information of the real character to the server, so that the server can detect whether the client has cheated in the game against the real character based on the difference between the attribute information of the shadow character and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character.
14. The device according to claim 13, characterized in that The dynamic interaction data includes at least one of performance addition data for enhancing the character's ability or performance decay data for reducing the character's ability.
15. The device according to claim 13, characterized in that The dynamic interaction data includes at least one of the following: The server sends dynamic interaction data to the client based on the game scene; Dynamic interaction data obtained by the real character playing the game; Dynamic interaction data obtained by playing games with other characters in the same team as the real character in the game and effective for the real character.
16. The device according to claim 13, characterized in that The detecting whether the client cheats against the real character based on the difference between the attribute information of the shadow character and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, is performed by the server in at least one of the following ways: determining whether a ratio between the attribute information of the shadow character and the attribute information of the real character is within a preset ratio range, and whether a ratio between the predicted attack damage of the shadow character and the attack damage of the real character is within the preset ratio range, and determining whether the client has cheated on the real character based on the determination results; Based on the difference between the attribute information of the shadow character and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, according to a preset list of historical game cheating clients, it is determined whether the client has cheated in the game against the corresponding real character.
17. A game cheating detection device, characterized in that: include: a third transceiver module, configured to, upon receiving a game cheating detection request from at least one client, send initialization basic data of a corresponding real character of the game to the at least one client based on the game cheating detection request; The initialization basic data is used by the corresponding client to establish a shadow role for the real role; the initialization basic data of the shadow role is the initialization basic data of the real role; a fourth transceiver module, configured to receive real parameter information of a real character, attribute information of a shadow character established for the real character, and predicted attack damage, respectively, sent by at least one client; wherein the real parameter information includes the attribute information of the real character and the attack damage of the real character; the attribute information of the shadow character is obtained by adjusting the initial attribute information of the shadow character based on the attribute update rules of the game and the dynamic interaction data obtained after the real character enters the game; the initial attribute information of the shadow character is determined based on the initialization basic data of the shadow character; the predicted attack damage of the shadow character is determined based on the attribute information of the shadow character and the attack damage calculation rules preset by the game; The first detection module is used to detect whether each client has cheated in the game with respect to the corresponding real character based on the difference between the attribute information of the shadow character and the attribute information of the real character corresponding to the at least one client, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character.
18. The device according to claim 17, characterized in that The dynamic interaction data includes at least one of performance addition data for enhancing the character's ability or performance decay data for reducing the character's ability.
19. The device according to claim 17, characterized in that The dynamic interaction data includes at least one of the following: The server sends dynamic interaction data to the corresponding client based on the game scene; Dynamic interaction data obtained by the real character playing the game; Dynamic interaction data obtained by playing games with other characters in the same team as the real character in the game and effective for the real character.
20. The device according to claim 17, wherein The first detection module is configured to perform at least one of the following: determining whether a ratio between attribute information of the shadow character and attribute information of the real character respectively corresponding to the at least one client is within a preset ratio range, and whether a ratio between predicted attack damage of the shadow character and attack damage of the real character is within the preset ratio range, and determining whether each client has cheated in the game with respect to the corresponding real character based on the determination results; Based on the difference between the attribute information of the shadow character corresponding to at least one client and the attribute information of the real character, and the difference between the predicted attack damage of the shadow character and the attack damage of the real character, and according to a preset list of historical game cheating clients, it is determined whether each client has cheated in the game for the corresponding real character.
21. An electronic device, characterized in that: The electronic device includes a memory and a processor; The memory stores a computer program; The processor is configured to execute the method according to any one of claims 1 to 12 when running the computer program.
22. A computer-readable storage medium, characterized in that The storage medium stores a computer program, which, when executed by a processor, implements the method according to any one of claims 1 to 12.
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