Negative game detection method and device, server and storage medium
By receiving and analyzing the first preset operation behavior and game events sent by the client, it can determine whether the player is playing passively, which solves the problem of players bypassing detection in the existing technology, realizes a more accurate and fair game punishment mechanism, and improves the game experience.
Patent Information
- Application Number
- CN202210641844.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-06-07
- Publication Date
- 2025-11-07
- Estimated Expiration
- 2042-06-07
AI Technical Summary
Existing methods for detecting negative gameplay are easily bypassed by players through trial and error or by using cheats, making it impossible to effectively enforce game penalties and affecting the gaming experience of other players.
By receiving the first preset action sent by the client to indicate that the player does not have negative behavior, and combining the number of actions, time and game events, it is determined whether the player is playing negatively, thus preventing the player from evading detection through trial and error or cheating.
It improves the accuracy and fairness of game detection, prevents players from escaping game penalties, and enhances the gaming experience for other players.
Smart Images

Figure CN115054928B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the game technical field, and in particular to a negative game detection method and device, a server and a storage medium. BACKGROUND
[0002] With the development of Internet technology, network games are more and more popular among the public, enriching people's leisure life.
[0003] However, in the process of team games, some players often have negative behaviors, which cause great difficulty for other players to complete the game task, and even may directly lead to the failure of the game task, affecting the normal game experience of other players.
[0004] In the existing negative game detection method, the player's negative behavior is often actively sent by the client to the server, and the player can master the negative behavior detection mechanism through multiple games by trial and error to bypass the negative behavior detection mechanism, or use external plug-ins to avoid reporting negative behavior on the client, thereby evading game punishment. SUMMARY
[0005] The purpose of the present application is to provide a negative game detection method, device, server and storage medium in order to avoid the player from evading the game punishment caused by negative behavior and improve the game experience of other players.
[0006] To achieve the above purpose, the technical solutions adopted by the embodiments of the present application are as follows:
[0007] In a first aspect, the embodiments of the present application provide a negative game detection method, which comprises:
[0008] Receiving the first preset operation behavior sent by the client of each player performing the same game task; the first preset operation behavior sent by the client of each player is used to indicate that the each player does not have negative behavior for the game task;
[0009] According to the number of the first preset operation behavior sent by the client of each player, it is determined whether the each player has negative game behavior for the game task.
[0010] Optionally, the receiving the first preset operation behavior sent by the client of each player performing the same game task comprises:
[0011] Receiving the first preset operation behavior sent by the client of each player and the input time of the first preset operation behavior;
[0012] Based on the input time of the first preset operation behavior, determine the target operation behavior from the first preset operation behavior;
[0013] The step of determining whether each player exhibits negative gameplay behavior in relation to the game task based on the number of the first preset operation actions sent by each player's client includes:
[0014] Based on the number of the target actions, determine whether each player exhibits negative gameplay behavior in relation to the game task.
[0015] Optionally, before determining the target operation behavior from the first preset operation behavior based on the input time of the first preset operation behavior, the method further includes:
[0016] Receive the execution actions of the controlled virtual objects of each player and the execution time of the execution actions sent by each player's client;
[0017] The step of determining the target operation behavior from the first preset operation behavior based on the input time of the first preset operation behavior includes:
[0018] The target operation behavior is determined from the first preset operation behavior based on the input time of the first preset operation behavior, the execution action, and the execution time of the execution action.
[0019] Optionally, before receiving the first preset operation behavior sent by the clients of multiple players performing the same game task, the method further includes:
[0020] Send the type of the first preset operation behavior to each player's client.
[0021] Optionally, before determining whether each player has engaged in negative gameplay behavior regarding the game task based on the number of the first preset operation actions sent by each player's client, the method further includes:
[0022] Receive a first preset game event sent by each player's client, wherein the controlled virtual object of each player executes the first preset game event, which is a game event for executing the game task;
[0023] The step of determining whether each player exhibits negative gameplay behavior in relation to the game task based on the number of the first preset operation actions sent by each player's client includes:
[0024] Based on the number of the first preset operation behaviors and the number of the first preset game events, determine whether each player has negative game behavior in relation to the game task.
[0025] Optionally, before the receiving the first preset operation behaviors sent by the clients of the plurality of players performing the same game task, the method further comprises:
[0026] configuring a first mark for each player, the first mark being used to represent that the each player has a negative game behavior for the game task;
[0027] Optionally, after the determining whether the each player has the negative game behavior for the game task according to the number of the first preset operation behaviors sent by the client of the each player, the method further comprises:
[0028] if the each player does not have the negative behavior for the game task, updating the first mark to indicate that the each player does not have the negative behavior for the game task.
[0029] Optionally, the updating the first mark comprises:
[0030] canceling the first mark, or replacing the first mark with a second mark, the second mark being used to represent that the each player does not have the negative game behavior for the game task.
[0031] Optionally, the method further comprises:
[0032] receiving second preset operation behaviors sent by the clients of the plurality of players performing the game task, the second preset operation behaviors sent by the clients of the plurality of players being used to indicate that the each player has the negative behavior for the game task;
[0033] determining whether the each player has the negative game behavior for the game task according to the number of the first preset operation behaviors and the number of the second preset operation behaviors.
[0034] Optionally, before the determining whether the each player has the negative game behavior for the game task according to the number of the first preset operation behaviors and the number of the second preset operation behaviors, the method further comprises:
[0035] receiving a second preset game event performed by a controlled virtual object of the each player, the second preset game event being a game event that does not belong to the game task;
[0036] the determining whether the each player has the negative game behavior for the game task according to the number of the first preset operation behaviors and the number of the second preset operation behaviors comprises:
[0037] determine whether the each player has the negative game behavior for the game task according to the number of the first preset operation behaviors, the number of the second preset operation behaviors, the number of the first preset game events and the number of the second preset game events.
[0038] In a second aspect, the embodiments of the present application further provide a negative game detection device, which comprises:
[0039] an operation behavior receiving module, configured to receive first preset operation behaviors sent by clients of a plurality of players performing a same game task, wherein the first preset operation behaviors sent by the client of each player are used to indicate that the each player does not have a negative behavior for the game task;
[0040] a negative behavior determining module, configured to determine whether the each player has a negative game behavior for the game task according to a number of the first preset operation behaviors sent by the client of the each player.
[0041] Optionally, the operation behavior receiving module comprises:
[0042] an operation behavior receiving unit, configured to receive the first preset operation behaviors sent by the client of the each player and input times of the first preset operation behaviors;
[0043] an operation behavior determining unit, configured to determine target operation behaviors from the first preset operation behaviors according to the input times of the first preset operation behaviors.
[0044] The negative behavior determining module is specifically configured to determine whether the each player has a negative game behavior for the game task according to a number of the target operation behaviors.
[0045] Optionally, the device further comprises:
[0046] an execution action receiving unit, configured to receive execution actions of a controlled virtual object of the each player sent by the client of the each player and execution times of the execution actions;
[0047] The operation behavior determining unit is specifically configured to determine the target operation behaviors from the first preset operation behaviors according to the input times of the first preset operation behaviors, the execution actions and the execution times of the execution actions.
[0048] Optionally, the device further comprises:
[0049] a behavior type sending module, configured to send a type of the first preset operation behaviors to the client of the each player.
[0050] Optionally, the device further comprises:
[0051] a game event receiving module, configured to receive a first preset game event performed by a controlled virtual object of each player, the first preset game event being a game event for performing the game task, the game event receiving module being configured to receive the first preset game event sent by a client of each player;
[0052] the negative behavior determining module is specifically configured to determine whether the each player has the negative game behavior for the game task according to the number of the first preset operation behaviors and the number of the first preset game events.
[0053] Optionally, the device further comprises:
[0054] a marking module, configured to configure a first mark for the each player, the first mark being used to represent that the each player has the negative game behavior for the game task;
[0055] a mark updating module, configured to update the first mark to indicate that the each player does not have the negative game behavior for the game task if the each player does not have the negative behavior for the game task.
[0056] Optionally, the mark updating module is configured to cancel the first mark, or replace the first mark with a second mark, the second mark being used to represent that the each player does not have the negative game behavior for the game task.
[0057] Optionally, the operation behavior receiving module is further configured to receive a second preset operation behavior sent by a client of a plurality of players for performing the game task, the second preset operation behavior sent by the client of the plurality of players being used to indicate that the each player has the negative behavior for the game task;
[0058] the negative behavior determining module is further configured to determine whether the each player has the negative game behavior for the game task according to the number of the first preset operation behaviors and the number of the second preset operation behaviors.
[0059] Optionally, the game event receiving module is specifically configured to receive a second preset game event performed by the controlled virtual object of the each player, the second preset game event being a game event not belonging to the game task;
[0060] the negative behavior determining module is specifically configured to determine whether the each player has the negative game behavior for the game task according to the number of the first preset operation behaviors, the number of the second preset operation behaviors, the number of the first preset game events and the number of the second preset game events.
[0061] In a third aspect, the embodiments of the present application further provide a negative game detection server, comprising a processor, a storage medium and a bus, the storage medium stores program instructions executable by the processor, when the negative game detection server is running, the processor and the storage medium communicate through the bus, the processor executes the program instructions to perform the steps of the negative game detection method according to any one of the first aspect.
[0062] In a fourth aspect, the embodiments of the present application further provide a computer readable storage medium, the storage medium stores a computer program, when the computer program is run by a processor, the steps of the negative game detection method according to any one of the first aspect are executed.
[0063] The present application has the following beneficial effects:
[0064] The present application provides a negative game detection method, device, server and storage medium, wherein the method comprises: receiving a first preset operation behavior sent by a client of a plurality of players performing the same game task, the first preset operation behavior sent by the client of each player is used to indicate that each player does not have negative behavior for the game task, and determining whether each player has negative game behavior for the game task according to the number of the first preset operation behavior sent by the client of each player. The present application receives the first preset operation behavior sent by the client and used to indicate that the player does not have negative behavior for the game task, judges whether the player has negative game behavior for the game task, since the negative behavior detection mechanism is not defined in the present application, the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors not defined in the negative behavior detection mechanism; and since the first preset operation behavior reported by the present application is not negative behavior, it is not possible to report negative behavior through external hanging, thereby avoiding the player from escaping the game punishment caused by negative behavior, and improving the game experience of other players. BRIEF DESCRIPTION OF DRAWINGS
[0065] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be considered as limiting the scope. For those skilled in the art, other related drawings can also be obtained without creative labor.
[0066] Figure 1 A structural schematic diagram of a network architecture provided by the embodiments of the present application;
[0067] Figure 2 A flowchart of a negative game detection method provided by the present application;
[0068] Figure 3 Another flowchart of a negative game detection method provided by an embodiment of the present application is shown in FIG. 6;
[0069] Figure 4 Another flowchart of a negative game detection method provided by an embodiment of the present application is shown in FIG. 6;
[0070] Figure 5 Another flowchart of a negative game detection method provided by an embodiment of the present application is shown in FIG. 6;
[0071] Figure 6 Another flowchart of a negative game detection method provided by an embodiment of the present application is shown in FIG. 6;
[0072] Figure 7 Another flowchart of a negative game detection method provided by an embodiment of the present application is shown in FIG. 6;
[0073] Figure 8 Another flowchart of a negative game detection method provided by an embodiment of the present application is shown in FIG. 6;
[0074] Figure 9 Another flowchart of a negative game detection method provided by an embodiment of the present application is shown in FIG. 6;
[0075] Figure 10 Another flowchart of a negative game detection method provided by an embodiment of the present application is shown in FIG. 6; DETAILED DESCRIPTION
[0076] In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments of the present application.
[0077] Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present application without creative labor are within the scope of protection of the present application.
[0078] The terms "first", "second", and the like in the description and in the claims of the present application and in the above drawings are used to distinguish similar objects, and are not necessarily used to describe a particular sequential or chronological order. It should be understood that the data thus used can be interchanged, where appropriate, so that the embodiments of the application described herein can be carried out in other than the order shown or described herein. Furthermore, the terms "comprise" and "have", and any variations thereof, are intended to cover non-exclusive inclusions, for example, a process, method, system, product, or apparatus that comprises a list of steps or units does not necessarily have to be limited to those steps or units that are clearly listed, but can include other steps or units that are not clearly listed or inherent to such processes, methods, products, or apparatuses.
[0079] It should be noted that the features in the embodiments of the present application can be combined with each other without conflict.
[0080] Currently, in the process of team games, some players often exhibit negative behaviors, such as hanging up, using external plug-ins, and making game behaviors contrary to game tasks, which greatly hinders other players from completing game tasks, and even directly leads to the failure of game tasks, affects the normal game experience of other players, and eventually leads to the loss of players.
[0081] The existing negative behavior detection is on the one hand through the report between players, and on the other hand through the negative behavior detection mechanism set in the client to detect negative behaviors, and report the detected negative behaviors to the server, so as to make punishment decisions on the negative behaviors of the client through the server. However, through the negative behavior detection mechanism of the client, the player can master the negative behavior detection mechanism through multiple games by using the trial and error method, so as to bypass the negative behavior detection mechanism; and through the client, the player can also use external plug-ins to avoid reporting negative behaviors to the server, so that the player escapes from the game punishment, resulting in the deterioration of the game experience of other players.
[0082] In view of the above problems of the prior art, the present application proposes the following technical concept: by receiving the first preset operation behavior sent by the client for indicating that the player does not have negative behavior against the game task, judging whether the player has negative behavior, so that the player cannot determine the negative behavior detection mechanism through the trial and error method, and cannot avoid not reporting negative behaviors through external plug-ins, thereby avoiding the player from escaping from the game punishment due to negative behaviors, and improving the game experience of other players.
[0083] Before the negative game detection method, device, equipment and storage medium provided by the present application are introduced in detail, the network architecture to which the present application is directed is first described.
[0084] Please refer toFigure 1 A structural schematic diagram of a network architecture provided by an embodiment of the present application is shown in Figure 1 The network architecture includes a terminal device 10, a game logic server 20, and a negative game detection server 30.
[0085] The terminal device 10 is installed with and runs a client, and the client is provided with a plurality of timer sub-nodes, each of which is used to detect an operation behavior input by a player through a graphical user interface of the terminal device 10 in a game task.
[0086] The game logic server 20 and the negative game detection server 30 can be integrated on the same physical server or distributed on different physical servers. The game logic server 20 is in communication connection with the terminal device 10. The game logic server 30 is defined with preset game logic for running a game. The game logic server 30 receives the preset operation behavior sent by the client, and executes an operation instruction corresponding to the preset operation behavior by running the preset game logic, to control a controlled virtual object of the player to perform a corresponding action or game event.
[0087] Further, the game logic server 20 is provided with a plurality of behavior detection sub-nodes, each of which is used to detect an execution action or a game event of the controlled virtual object of the player in a game task.
[0088] The negative game detection server 30 is in communication connection with the game logic server 20, to receive the preset operation behavior sent by the client through the game logic server 20 and the execution action and game event of the controlled virtual object detected by the game logic server 20, and determine whether each player has a negative game behavior for the game task according to the preset operation behavior, the execution action and / or game event of the controlled virtual object.
[0089] Based on the above introduction, the negative game detection method, device, server and storage medium provided by the present application are described in detail.
[0090] Please refer to Figure 2 A flowchart of a negative game detection method provided by the present application is shown in Figure 2 The method includes:
[0091] S21: receiving first preset operation behaviors sent by clients of a plurality of players performing the same game task; the first preset operation behaviors sent by the client of each player are used to prove that each player does not have a negative behavior for the game task.
[0092] Generally, a client of a multi-player team competition game is run on a terminal device, a plurality of players team up to perform the same game task, and input a preset operation behavior through the graphical user interface of the terminal device to complete the game task to win and obtain a game reward. Generally, the behavior of hanging up or using external plug-ins is regarded as negative behavior. Hanging up refers to the behavior of a player abandoning the game for a long time without any action, and using external plug-ins refers to the behavior of a player installing an external plug-in program in the client to replace the player's artificial operation. In the embodiment, the first preset operation behavior is used to indicate and prove that the player does not have negative behavior for the game task, therefore, the first preset operation behavior can be the behavior opposite to the behavior of hanging up or using external plug-ins, that is, the behavior of inputting operation through the graphical user interface of the terminal device in a short time. The client determines the first preset operation behavior input by the player through the graphical user interface of the terminal device by detecting the first preset operation behavior input by the player through the graphical user interface of the terminal device, or by detecting the operation instruction received by the client, and sends the first preset operation behavior to the negative game detection server through the game logic server.
[0093] In an optional embodiment, the first preset operation behavior includes: an operation behavior for controlling a controlled virtual object of the player and an operation behavior without control effect. The operation behavior for controlling the controlled virtual object of the player is used to generate a corresponding operation instruction to control the controlled virtual object to perform a corresponding behavior in the game scene, for example, a moving operation behavior is used to generate a moving operation instruction to control the controlled virtual object to move in the game scene, a jumping operation behavior is used to generate a jumping operation instruction to control the controlled virtual object to jump in the game scene, and of course, other types of operation behaviors for controlling the controlled virtual object to perform a corresponding behavior are also included in the scope of the first preset operation behavior limited by the application, which will not be repeated here.
[0094] The operation behavior without control effect can be an interactive behavior, such as a voice interaction behavior, a typing interaction behavior, or a quick instruction input behavior, etc. The voice interaction behavior is the behavior of the player inputting voice through a voice input control on the graphical user interface, the text interaction behavior is the behavior of the player inputting text through a text input control on the graphical user interface, and the quick instruction input behavior is the behavior of the player inputting a quick instruction through a quick instruction control provided on the graphical user interface. The quick instruction can be, for example, "come to me here" "I have supplies here" and the like.
[0095] Further, before receiving the first preset operation behavior sent by the client of each player performing the same game task, the method further comprises:
[0096] sending the type of the first preset operation behavior to the client of each player.
[0097] In this embodiment, a plurality of negative game detection strategies are predefined in the negative game detection server, different negative game detection strategies detect different types of first preset operation behaviors, the negative game detection strategy is input through the negative game detection server, the type of the first preset operation behavior corresponding to the negative game detection strategy is determined, and the type of the first preset operation behavior is sent to the client of each player through the game logic server, so that the client of each player detects the operation behavior input by the graphical user interface of the terminal device according to the type of the first preset operation behavior, to determine the first preset operation behavior. More preferably, the negative game detection strategy can be determined according to the pre-defined negative game detection strength. Under different detection strengths, the number of types of first preset operation behaviors covered by the negative game detection strategy is different. The higher the detection strength, the more the number of types of first preset operation behaviors.
[0098] S51: Determine whether each player has a negative game behavior for the game task according to the number of first preset operation behaviors sent by the client of each player.
[0099] In this embodiment, after the negative game detection server receives the first preset operation behavior sent by the client through the game logic server, it determines whether each player has a negative game behavior for the game task according to the number of first preset operation behaviors and the preset negative behavior number threshold. If the number of first preset operation behaviors is greater than or equal to the negative behavior number threshold, it is determined that the number of first preset operation behaviors that do not belong to negative behaviors for the game task meets the requirements, that is, the player has a negative game behavior for the game task, and the player does not need to be punished.
[0100] If the number of first preset operation behaviors is less than the negative behavior number threshold, it is determined that the normal operation behavior of the player in the game task is much less than the negative operation behavior of the player in the game task, that is, it is determined that the player has a negative game behavior for the game task, and the player needs to be punished.
[0101] The negative game detection method provided in the above embodiments receives the first preset operation behavior sent by the client for indicating that the player does not have a negative behavior for the game task, and determines whether the player has a negative game behavior for the game task according to the number of first preset operation behaviors. Since the negative behavior detection mechanism is not defined in the above embodiments, the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors that are not defined in the negative behavior detection mechanism. Moreover, since the first preset operation behavior reported in the above embodiments is not a negative behavior, it is impossible to report the negative behavior through an external plug-in, thereby avoiding the player from escaping the game punishment caused by the negative behavior and improving the game experience of other players.
[0102] On the basis of the above-mentioned embodiments, the embodiments of the present application further provide another negative game detection method. Please refer to Figure 3 The flowchart of another negative game detection method provided by the embodiments of the present application is shown in FIG. 5. In the embodiments, the steps of the negative game detection method include S23, S25 and S52. Figure 3
[0103] Specifically, the negative game detection method of the embodiments includes:
[0104] S23: receiving the first preset operation behavior sent by the client of each player and the input time of the first preset operation behavior.
[0105] In the embodiments, as shown in FIG. 4, a plurality of timer sub-nodes are set in the client, each of which is used to detect a first preset operation behavior input by the player through the graphical user interface of the terminal device in a game task. In order to avoid the player from determining that he or she will not be considered to have negative behavior as long as the number of first preset operation behaviors input during the execution of a game task meets the requirement, the input time of each first preset operation behavior can be counted by the timer sub-node, and the first preset operation behavior and the input time of the first preset operation behavior are sent to the negative game detection server through the game logic server. Figure 1
[0106] S25: determining the target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior.
[0107] In the embodiments, the negative game detection server determines the time interval between adjacent two first preset operation behaviors according to the input time of the first preset operation behavior, and determines that the adjacent two first preset operation behaviors whose time interval meets the preset interval threshold are the target operation behavior according to the time interval between the adjacent two first preset operation behaviors and the preset interval threshold.
[0108] In an optional embodiment, in addition to using the time interval to screen the target operation behavior, the input frequency of a plurality of first preset operation behaviors within a preset time period can be used to determine the plurality of first preset operation behaviors within the preset time period whose input frequency meets the preset frequency threshold as the target operation behavior according to the input time of the first preset operation behavior.
[0109] Since it is difficult for the player to grasp whether the time interval or the operation frequency of the operation behavior meets the preset requirement during the game process, it is difficult for the player to determine the preset interval threshold or the preset frequency threshold through the trial-and-error method, which increases the cost and difficulty of avoiding negative detection by the player through the trial-and-error method. It should be noted that the preset interval threshold and the preset frequency threshold can be determined according to the strength of the negative game detection.
[0110] S52: determining, according to the number of target operation behaviors, whether there is a negative game behavior of each player for the game task.
[0111] In this embodiment, after the target operation behaviors are screened from the first preset operation behaviors according to the input time of the first preset operation behaviors, whether there is a negative game behavior of each player for the game task is determined according to the number of target operation behaviors.
[0112] The negative game detection method provided in the above embodiment determines the target operation behaviors by screening the first preset operation behaviors according to the input time of the first preset operation behaviors, so as to avoid that the player is not considered to have a negative behavior just because the number of the first preset operation behaviors determined by the trial-and-error method meets the requirements, and the time standard for screening the first preset operation behaviors is added, so that the player is difficult to determine the screening condition by the trial-and-error method, and the cost and difficulty of avoiding negative detection by the trial-and-error method of the player are increased.
[0113] On the basis of the above embodiment, the embodiment of the application further provides another negative game detection method. Please refer to Figure 4 The flowchart of another negative game detection method provided in the embodiment of the application is shown in Figure 4 The negative game detection method in this embodiment includes S23, S24, S251 and S52, wherein steps S23 and S52 are the same as those in the above embodiment, and will not be described here.
[0114] Specifically, the negative game detection method in this embodiment includes:
[0115] S23: receiving the first preset operation behaviors and the input time of the first preset operation behaviors sent by the client of each player.
[0116] S24: receiving the execution actions of the controlled virtual objects of each player and the execution time of the execution actions sent by the client of each player.
[0117] In this embodiment, after the operation instruction for controlling the controlled virtual object is received by the client, the operation instruction is sent to the game logic server, the game logic server determines the action to be executed by the controlled virtual object according to the operation instruction, and sends the action to be executed to the client, so that the client renders the execution action for the controlled virtual object on the graphical user interface of the terminal device. The game logic server sends the execution action of each controlled virtual object and the execution time of the execution action to the negative game detection server.
[0118] S251: determining the target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior, the execution action, and the execution time of the execution action.
[0119] Generally, if the player uses the plug-in to replace the manual operation of the player by installing the plug-in in the client, the client can receive the operation instruction, but the terminal device does not have the input operation behavior corresponding to the operation instruction on the graphical user interface. In the embodiment, if the first preset operation behavior input by the player through the graphical user interface of the terminal device is determined by detecting the received operation instruction by the client, for the first preset operation behavior for controlling the controlled virtual object of the player, according to the input time of the first preset operation behavior, the execution action, and the execution time of the execution action, it is determined whether the operation instruction corresponding to the first preset operation behavior corresponds to the execution action of the controlled virtual object, and whether the input time of the first preset operation behavior corresponds to the execution time of the execution action. If the operation instruction corresponding to the first preset operation behavior corresponds to the execution action of the controlled virtual object, and the input time of the first preset operation behavior corresponds to the execution time of the execution action, it is determined that the first preset operation behavior is the target operation behavior.
[0120] It should be noted that since the game logic server needs time to calculate the operation instruction corresponding to the first preset operation behavior, there is a time delay between the input time of the first preset operation behavior and the execution time of the execution action, so only the time difference between the input time of the first preset operation behavior and the execution time of the execution action needs to be ensured to meet the time delay.
[0121] S52: determining whether there is a negative game behavior of each player for the game task according to the number of target operation behaviors.
[0122] The negative game detection method provided in the above embodiment determines the target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior, the execution action, and the execution time of the execution action, avoids the inconsistency between the input time of the first preset operation behavior and the execution time of the execution action caused by the use of the plug-in by the player, only counts the first preset operation behavior whose input time corresponds to the execution time of the execution action as the target operation behavior, avoids the use of the plug-in by the player, ensures the fairness of the game, and improves the game experience of other players.
[0123] On the basis of the above embodiment, the embodiment of the application also provides another negative game detection method. Please refer to Figure 5 The flowchart of another negative game detection method provided in the embodiment of the application is as follows: Figure 5As shown, in this embodiment, the negative game detection method includes steps S21, S31, and S53, wherein step S21 is the same as in the previous embodiment and will not be described again here.
[0124] S21: Receive first preset operation behavior sent by the clients of multiple players performing the same game task; the first preset operation behavior sent by each player's client is used to indicate that each player does not have any negative behavior in relation to the game task.
[0125] S31: Receive the first preset game event sent by each player's client for each player's controlled virtual object to execute, the first preset game event being a game event for executing a game task.
[0126] Generally, in team games, multiple players achieve victory by performing one or more game tasks. During the execution of these tasks, players control virtual objects to perform preset game events. In this embodiment, to improve the accuracy of determining whether a player is playing passively, in addition to receiving the player's first preset action, the system also receives the first preset game event performed by each player's controlled virtual object.
[0127] like Figure 1 As shown, multiple behavior detection sub-nodes are set up in the game logic server. Each behavior detection sub-node is used to detect a first preset game event executed by the player's controlled virtual object in a game task. Specifically, the client sends the operation command input by the player through the graphical user interface of the terminal device to the game logic server, so that the game logic server determines the first preset game event corresponding to the operation command and sends the first preset game event to the negative game detection server.
[0128] S53: Based on the number of first preset operation behaviors and the number of first preset game events, determine whether each player has negative game behavior in relation to the game task.
[0129] In this embodiment, the negative game detection server determines whether each player exhibits negative game behavior towards a game task based on the number of preset actions and the number of preset game events. In one embodiment, the negative game detection server can determine whether the number of the first preset actions meets a first threshold and whether the number of the first preset game events meets a second threshold, respectively, to determine whether each player exhibits negative game behavior towards a game task. If the number of the first preset actions meets the first threshold and the number of the first preset game events meets the second threshold, it is determined that the player does not exhibit negative game behavior towards the game task.
[0130] In another embodiment, the negative game detection server can determine whether the sum of the number of the first preset operation behaviors and the number of the first preset game events satisfies a third quantity threshold, and determine whether the player has the behavior of negative game for the game task. If the sum of the number of the first preset operation behaviors and the number of the first preset game events satisfies the third quantity threshold, it is determined that the player does not have the behavior of negative game for the game task.
[0131] The negative game detection method provided by the above embodiment can prevent the player from determining the negative behavior detection mechanism by trial and error, and thus cannot perform other negative events not defined in the negative behavior detection mechanism, because the first preset game event is a game event for performing the game task. In addition, the first preset game event reported in the embodiment is not a negative event, so it is not possible to avoid reporting the negative event by using an external plug-in, thereby avoiding the player from escaping the game punishment caused by the negative event. In addition, the number of the first preset operation behaviors and the number of the first preset game events are used to determine whether the player has the behavior of negative game for the game task, so that the detection result of the negative game of the player is more accurate, and the game experience of other players is improved.
[0132] On the basis of the above embodiment, the embodiment of the present application further provides another negative game detection method. Please refer to Figure 6 The flowchart of another negative game detection method provided by the embodiment of the present application is shown in Figure 6 The negative game detection method in the embodiment includes steps S11, S21, S51 and S61, wherein steps S21 and S51 are the same as the above-mentioned embodiments, and will not be described here.
[0133] Specifically, the negative game detection method of the embodiment includes:
[0134] S11: configuring a first mark for each player, the first mark being used to represent that each player has the behavior of negative game for the game task.
[0135] In the embodiment, after the clients of the multiple players start the same game task, the negative game detection server determines that the clients have the behavior of negative game for the game task, and configures the first mark for the multiple players to represent that each player has the behavior of negative game for the game task. Then, after receiving the first preset operation behaviors sent by the clients of the multiple players, the number of the first preset operation behaviors sent by the client of each player is used to determine whether each player has the behavior of negative game for the game task.
[0136] S21: receiving the first preset operation behaviors sent by the clients of the multiple players performing the same game task; the first preset operation behaviors sent by the client of each player are used to prove that each player does not have the behavior of negative game for the game task.
[0137] S51: determining whether each player has the negative game behavior for the game task according to the number of the first preset operation behaviors sent by the client of each player.
[0138] S61: updating the first mark to indicate that each player does not have the negative game behavior for the game task if each player does not have the negative behavior for the game task.
[0139] In the embodiment, the first mark is updated to indicate that each player does not have the negative game behavior for the game task after the execution of S21 and S51 to determine that each player does not have the negative game behavior for the game task.
[0140] In an optional embodiment, the method for updating the first mark in S61 includes canceling the first mark or replacing the first mark with a second mark, and the second mark is used to represent that each player does not have the negative game behavior for the game task.
[0141] In the embodiment, the negative behavior of each player for the game task can be determined by directly deleting the first mark, or the first mark can be replaced with a second mark representing that there is no negative game behavior for the game task, and the application does not limit this.
[0142] The negative game detection method provided in the above embodiments first configures a first mark for each player to represent that each player has the negative game behavior for the game task, and then updates the first mark to indicate that each player does not have the negative game behavior for the game task after determining that each player does not have the negative game behavior for the game task. By using the method of first marking as having the negative game behavior and then proving by the client that there is no negative game behavior, the player cannot determine the negative behavior detection mechanism by trial and error, and cannot input other negative behaviors that are not defined in the negative behavior detection mechanism. Since the first preset operation behavior reported by the client is not a negative behavior, it is also impossible to avoid reporting the negative behavior by using an external plug-in, thereby avoiding the player from escaping the game punishment caused by the negative behavior and improving the game experience of other players.
[0143] On the basis of the above embodiments, the embodiment of the application further provides another negative game detection method. Please refer to Figure 7 The flowchart of the another negative game detection method provided in the embodiment of the application is shown in Figure 7 The negative game detection method includes steps S21, S22 and S54, wherein the step S21 is the same as the above embodiment, and will not be described here.
[0144] S21: receiving first preset operation behaviors sent by the clients of the plurality of players performing the same game task; the first preset operation behaviors sent by the client of each player are used to indicate that each player does not have negative behavior for the game task.
[0145] S22: receiving second preset operation behaviors sent by the clients of the plurality of players performing the game task; the second preset operation behaviors sent by the clients of the plurality of players are used to indicate that each player has negative behavior for the game task.
[0146] In order to further improve the accuracy of determining whether the player has negative game behavior for the game task, in addition to the number of first preset operation behaviors, the number of second preset operation behaviors used to indicate that each player has negative behavior for the game task can be used for judgment. In this embodiment, the second preset operation behavior is opposite to the first preset operation behavior, and is used to indicate and prove that the player has negative behavior for the game task. Therefore, the second preset operation behavior can be the behavior of playing a game by hanging or using a plug-in. The hanging is that no operation behavior input by the player through the graphical user interface of the terminal device is received within a preset time length, or no operation instruction is received within a preset time length. In this embodiment, no operation behavior received within a preset time length or no operation instruction received within a preset time length is recorded as one second preset operation behavior. The use of a plug-in is that the player does not input operation behavior through the graphical user interface of the terminal device, but the client receives an operation instruction. In this embodiment, no operation instruction corresponding to the input operation behavior is recorded as a second preset operation behavior. After the second preset operation behavior is determined, the second preset operation behavior is sent to the negative game detection server through the game logic server.
[0147] S54: determining whether each player has negative game behavior for the game task according to the number of first preset operation behaviors and the number of second preset operation behaviors.
[0148] In this embodiment, the negative game detection server calculates the behavior comparison result or the behavior ratio result between the number of first preset operation behaviors and the number of second preset operation behaviors, and determines whether each player has negative game behavior for the game task according to the behavior comparison result or the behavior ratio result. In one embodiment, the negative game detection server can respectively determine whether the number of first preset operation behaviors is greater than or equal to a first number threshold and whether the number of second preset operation behaviors is less than a fourth number threshold, and determine whether each player has negative game behavior for the game task. If the behavior comparison result satisfies that the number of first preset operation behaviors is greater than or equal to the first number threshold and the number of first preset game events is less than the fourth number threshold, it is determined that the player does not have negative game behavior for the game task.
[0149] In another embodiment, the negative game detection server can determine whether a ratio result between the number of first preset operation behaviors and the number of second preset operation behaviors satisfies a preset ratio threshold, to determine whether each player has the behavior of negative game for the game task. If the behavior ratio result satisfies: the ratio between the number of first preset operation behaviors and the number of second preset operation behaviors satisfies the preset ratio threshold, it is determined that the player does not have the behavior of negative game for the game task.
[0150] The behavior ratio result between the number of first preset operation behaviors and the number of second preset operation behaviors can be: a ratio of the number of first preset operation behaviors to the number of second preset operation behaviors, a ratio of the number of second preset operation behaviors to the number of first preset operation behaviors, a ratio of the number of first preset operation behaviors to a sum of the number of first preset operation behaviors and the number of second preset operation behaviors, or a ratio of the number of second preset operation behaviors to the sum of the number of first preset operation behaviors and the number of second preset operation behaviors, wherein different calculation manners correspond to different settings of the preset ratio threshold.
[0151] The negative game detection method provided in the above embodiments determines, according to the number of first preset operation behaviors for indicating that each player does not have the negative behavior for the game task and the number of second preset operation behaviors for indicating that each player has the negative behavior for the game task, whether each player has the behavior of negative game for the game task, thereby making the result of determining whether the player has the negative game more accurate on the basis of avoiding that the player escapes the negative behavior detection mechanism or avoids that the player uses the external plug-in to not report the negative behavior.
[0152] On the basis of the above embodiments, the embodiment of the present application further provides another negative game detection method. Please refer to Figure 8 The flowchart of another negative game detection method provided by the embodiment of the present application is shown in FIG. 5, wherein in the embodiment, the negative game detection method comprises steps S21, S31, S22, S32 and S55, wherein steps S21, S31 and S22 are the same as those in the above embodiments, and will not be described herein. Figure 8
[0153] S21: receiving first preset operation behaviors sent by clients of multiple players performing the same game task; the first preset operation behaviors sent by the client of each player are used to indicate that each player does not have the negative behavior for the game task.
[0154] S22: receiving second preset operation behaviors sent by clients of multiple players performing the game task; the second preset operation behaviors sent by the clients of the multiple players are used to indicate that each player has the negative behavior for the game task.
[0155] S31: receiving the first preset game event performed by the controlled virtual object of each player sent by the client of each player, the first preset game event being a game event for performing a game task.
[0156] S32: receiving the second preset game event performed by the controlled virtual object of each player sent by the client of each player, the second preset game event being a game event not belonging to the game task.
[0157] According to the foregoing, in the team game, the plurality of players respectively control the respective controlled virtual objects to perform the first preset game event to obtain the victory of the game task, but some players often perform some game events opposite to the game task, such as attacking teammates, damaging teammates, the game task being to collect 100 badges, the player not only not collecting badges, but also discarding the badges collected by teammates, and the like. In the embodiment, the second preset game event is a game event opposite to the target of the game task, the client sends the operation instruction input by the player through the graphical user interface of the terminal device to the game logic server, so that the game logic server determines the second preset game event corresponding to the operation instruction, and sends the second preset game event to the negative game detection server.
[0158] S55: determining whether there is a negative game behavior of each player for the game task according to the number of the first preset operation behavior, the number of the second preset operation behavior, the number of the first preset game event, and the number of the second preset game event.
[0159] In the embodiment, in addition to calculating the behavior comparison result or the behavior ratio result between the number of the first preset operation behavior and the number of the second preset operation behavior, the negative game detection server can also calculate the event comparison result or the event ratio result between the number of the first preset game event and the number of the second preset game event in the same way, and determine whether there is a negative game behavior of each player for the game task according to the behavior comparison result or the behavior ratio result in combination with the event comparison result or the event ratio result. For example, the behavior comparison result and the event comparison result both meet the requirements, the behavior comparison result and the event ratio result both meet the requirements, the behavior ratio result and the event comparison result both meet the requirements, or the behavior ratio result and the event ratio result both meet the requirements, and it is determined that there is no negative game behavior of each player for the game task.
[0160] The negative game detection method provided by the above embodiment determines whether each player has the behavior of negative game for the game task according to the number of the first preset operation behaviors, the number of the second preset operation behaviors, the number of the first preset game events and the number of the second preset game events, so that the result of judging whether the player has the negative game is more accurate on the basis of avoiding that the player escapes the negative behavior detection mechanism or the player uses the external plug-in to not report the negative behavior.
[0161] On the basis of the above embodiment, the embodiment of the present application further provides a negative game detection device. Please refer to Figure 9 The structural schematic diagram of the negative game detection device provided by the embodiment of the present application is shown in the figure, and the device comprises: Figure 9
[0162] The operation behavior receiving module 100 is used for receiving the first preset operation behaviors sent by the clients of the multiple players who execute the same game task; the first preset operation behaviors sent by the client of each player are used for indicating that each player does not have the negative behavior for the game task.
[0163] The negative behavior determination module 200 is used for determining whether each player has the behavior of negative game for the game task according to the number of the first preset operation behaviors sent by the client of each player.
[0164] Optionally, the operation behavior receiving module 100 comprises:
[0165] The operation behavior receiving unit is used for receiving the first preset operation behaviors sent by the clients of each player and the input time of the first preset operation behaviors.
[0166] The operation behavior determination unit is used for determining the target operation behavior from the first preset operation behaviors according to the input time of the first preset operation behaviors.
[0167] The negative behavior determination module 200 is specifically used for determining whether each player has the behavior of negative game for the game task according to the number of the target operation behaviors.
[0168] The negative game detection device provided by the above embodiment receives the first preset operation behavior sent by the client for indicating that the player does not have the negative behavior for the game task, and determines whether the player has the negative game behavior for the game task according to the number of the first preset operation behavior. Since the negative behavior detection mechanism is not defined in the above embodiment, the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors that are not defined in the negative behavior detection mechanism. Moreover, since the first preset operation behavior reported by the above embodiment is not a negative behavior, the negative behavior cannot be reported by the external plug-in, so that the player cannot escape the game punishment caused by the negative behavior, and the game experience of other players is improved.
[0169] Optionally, the device further comprises:
[0170] The execution action receiving unit is configured to receive the execution action of the controlled virtual object of each player and the execution time of the execution action sent by the client of each player;
[0171] The operation behavior determining unit is specifically configured to determine the target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior, the execution action and the execution time of the execution action.
[0172] Optionally, the device further comprises:
[0173] The behavior type sending module is configured to send the type of the first preset operation behavior to the client of each player.
[0174] Optionally, the device further comprises:
[0175] The game event receiving module is configured to receive the first preset game event executed by the controlled virtual object of each player sent by the client of each player, the first preset game event being a game event for executing a game task;
[0176] The negative behavior determining module 200 is specifically configured to determine whether each player has the negative game behavior for the game task according to the number of the first preset operation behavior and the number of the first preset game event.
[0177] Optionally, the device further comprises:
[0178] The marking module is configured to configure the first mark for each player, the first mark being used to represent that each player has the negative game behavior for the game task;
[0179] The marking updating module is configured to update the first mark to indicate that each player does not have the negative behavior for the game task if each player does not have the negative behavior for the game task.
[0180] Optionally, the marking updating module is configured to cancel the first mark or replace the first mark with a second mark, the second mark being used to represent that each player does not have the negative game behavior for the game task.
[0181] Optionally, the operation behavior receiving module 100 is further configured to receive second preset operation behaviors sent by the clients of the plurality of players, the second preset operation behaviors sent by the clients of the plurality of players being used to prove that each player has the negative behavior for the game task.
[0182] The negative behavior determining module 200 is further configured to determine whether each player has the negative game behavior for the game task according to the number of the first preset operation behaviors and the number of the second preset operation behaviors.
[0183] Optionally, the game event receiving module is specifically configured to receive second preset game events performed by the controlled virtual object of each player, the second preset game events being game events performed for game tasks.
[0184] The negative behavior determining module 200 is specifically configured to determine whether each player has the negative game behavior for the game task according to the number of the first preset operation behaviors, the number of the second preset operation behaviors, the number of the first preset game events and the number of the second preset game events.
[0185] The above device is used to execute the method provided by the foregoing embodiments, and has similar implementation principles and technical effects, which are not described here in detail.
[0186] The above modules can be one or more integrated circuits configured to implement the above method, for example, one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs), etc. For another example, when the above module is implemented in the form of a processing element scheduling code, the processing element can be a general-purpose processor, for example, a central processing unit (CPU) or other processor that can call code. For another example, the modules can be integrated together to be implemented in the form of a system on a chip (SOC).
[0187] Please refer to Figure 10 The schematic diagram of the negative game detection server provided by the present application is as shown in Figure 10As shown, the negative game detection server 30 comprises a processor 301, a storage medium 302 and a bus, the storage medium 302 stores program instructions executable by the processor 301, and the processor 301 communicates with the storage medium 302 through the bus when the negative game detection server 300 is running. The processor 301 executes the program instructions to perform the above-mentioned embodiments of the negative game detection method. Specifically, the processor executes the steps of the above-mentioned negative game detection method, which comprises:
[0188] receiving first preset operation behaviors sent by the clients of the multiple players performing the same game task; the first preset operation behaviors sent by the client of each player are used to prove that each player does not have negative behaviors for the game task.
[0189] determining whether each player has negative game behaviors for the game task according to the number of the first preset operation behaviors sent by the client of each player.
[0190] The negative game detection method executed by the processor in the above-mentioned embodiments, by receiving the first preset operation behaviors sent by the client and used to prove that the player does not have negative behaviors for the game task, and judging whether the player has negative game behaviors for the game task according to the number of the first preset operation behaviors. Since the negative behavior detection mechanism is not defined in the above-mentioned embodiments, the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors that are not defined in the negative behavior detection mechanism; and since the first preset operation behaviors reported in the above-mentioned embodiments are not negative behaviors, it is not possible to report negative behaviors through external hanging, thereby avoiding the player from escaping the game punishment caused by negative behaviors and improving the game experience of other players.
[0191] Optionally, the present application also provides a computer readable storage medium, and the storage medium stores a computer program, and the computer program is executed by the processor to perform the above-mentioned embodiments of the negative game detection method.
[0192] Specifically, the computer program executes the steps of the above-mentioned negative game detection method, which comprises:
[0193] receiving first preset operation behaviors sent by the clients of the multiple players performing the same game task; the first preset operation behaviors sent by the client of each player are used to prove that each player does not have negative behaviors for the game task.
[0194] determining whether each player has negative game behaviors for the game task according to the number of the first preset operation behaviors sent by the client of each player.
[0195] The negative game detection method executed by the computer program in the above embodiment, by receiving the first preset operation behavior sent by the client for indicating that the player does not have the negative behavior for the game task, judging whether the player has the negative game behavior for the game task according to the number of the first preset operation behavior. Since the negative behavior detection mechanism is not defined in the above embodiment, the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors that are not defined in the negative behavior detection mechanism. Since the first preset operation behavior reported in the above embodiment is not negative behavior, the negative behavior cannot be reported through the external plug-in, thereby avoiding the player from escaping the game punishment caused by the negative behavior, and improving the game experience of other players.
[0196] In several embodiments provided by the present application, it should be understood that the disclosed apparatus and method can be implemented in other manners. For example, the described embodiments of the apparatus are merely schematic, and the division of units is merely a logical function division, and there can be another division manner in actual implementation. For example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections can be indirect couplings or communication connections through some interfaces, devices or units, and can be in electrical, mechanical or other forms.
[0197] The units described as separated components can or can not be physically separated, and the components displayed as units can or can not be physical units, i.e., can be located in one place, or can be distributed on a plurality of network units. In actual implementation, some or all of the units can be selected according to actual needs to achieve the purposes of the embodiments of the present application.
[0198] In addition, each function unit in the embodiments of the present application can be integrated in a processing unit, or each unit can exist physically as a separate unit, or two or more units can be integrated in one unit. The integrated unit can be implemented in the form of hardware, or in the form of hardware plus software function units.
[0199] The integrated unit in the form of software function unit can be stored in a computer readable storage medium. The software function unit is stored in a storage medium, and includes a plurality of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor to execute part of steps of the method according to various embodiments of the present application. The storage medium includes a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and various storage media capable of storing program codes.
[0200] The above merely describes specific embodiments of the present application, but the protection scope of the present application is not limited thereto, and any person skilled in the art can easily think of changes or replacements within the technical scope disclosed by the present application, which should be covered by the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A method for detecting negative gaming, the method comprising: The method comprises: receiving first preset operation behaviors sent by clients of multiple players performing a same game task; the first preset operation behaviors sent by each client of the players are used to indicate that the each player does not have negative behaviors for the game task; determining whether the each player has negative game behaviors for the game task according to a number of the first preset operation behaviors sent by the each client of the players; The receiving first preset operation behaviors sent by clients of multiple players performing a same game task comprises: receiving the first preset operation behaviors sent by the each client of the players, input times of the first preset operation behaviors, execution actions of controlled virtual objects of the each player, and execution times of the execution actions; determining target operation behaviors from the first preset operation behaviors according to whether operation instructions corresponding to the first preset operation behaviors correspond to execution actions of controlled virtual objects, and whether the input times of the first preset operation behaviors correspond to the execution times of the execution actions; the target operation behaviors are operation behaviors in which operation instructions corresponding to the first preset operation behaviors correspond to execution actions of controlled virtual objects, and a time difference between the input times of the first preset operation behaviors and the execution times of the execution actions satisfies a preset time delay; The determining whether the each player has negative game behaviors for the game task according to a number of the first preset operation behaviors sent by the each client of the players comprises: determining whether the each player has negative game behaviors for the game task according to a number of the target operation behaviors.
2. The method of claim 1, wherein, Before the receiving first preset operation behaviors sent by clients of multiple players performing a same game task, the method further comprises: sending types of the first preset operation behaviors to the each client of the players.
3. The method of claim 1, wherein, Before the determining whether the each player has negative game behaviors for the game task according to a number of the first preset operation behaviors sent by the each client of the players, the method further comprises: receiving first preset game events performed by controlled virtual objects of the each player, the first preset game events being game events for performing the game task; The determining whether the each player has negative game behaviors for the game task according to a number of the first preset operation behaviors sent by the each client of the players comprises: determining whether the each player has negative game behaviors for the game task according to the number of the first preset operation behaviors and a number of the first preset game events.
4. The method of claim 1, wherein, Before the receiving first preset operation behaviors sent by clients of multiple players performing a same game task, the method further comprises: configuring first marks for the each player, the first marks being used to represent that the each player has negative game behaviors for the game task; The method further comprises: If the each player does not have the negative behavior for the game task, updating the first mark to indicate that the each player does not have the negative behavior for the game task.
5. The method of claim 4, wherein, The updating the first mark comprises: canceling the first mark, or replacing the first mark with a second mark, the second mark being used to represent that the each player does not have the negative game behavior for the game task.
6. The method of any one of claims 1-5, wherein, The method further comprises: receiving a second preset operation behavior sent by a client of a plurality of players performing the game task, the second preset operation behavior sent by the client of the plurality of players being used to indicate that the each player has the negative behavior for the game task; determining whether the each player has the negative game behavior for the game task according to the number of the first preset operation behavior and the number of the second preset operation behavior.
7. The method of claim 6, wherein, The method further comprises: receiving a second preset game event performed by a controlled virtual object of the each player, the second preset game event being a game event not belonging to the game task; The determining whether the each player has the negative game behavior for the game task according to the number of the first preset operation behavior and the number of the second preset operation behavior comprises: determining whether the each player has the negative game behavior for the game task according to the number of the first preset operation behavior, the number of the second preset operation behavior, the number of the first preset game event and the number of the second preset game event.
8. A negative game detection apparatus characterized by comprising: The apparatus comprises: an operation behavior receiving module, configured to receive a first preset operation behavior sent by a client of a plurality of players performing a same game task, the first preset operation behavior sent by the client of the each player being used to indicate that the each player does not have a negative behavior for the game task; a negative behavior determining module, configured to determine whether the each player has a negative game behavior for the game task according to a number of the first preset operation behavior sent by the client of the each player; The operation behavior receiving module comprises: a receiving unit, configured to receive the first preset operation behavior sent by the client of the each player, an input time of the first preset operation behavior, an execution action of a controlled virtual object of the each player and an execution time of the execution action; an operation behavior determining unit, configured to determine a target operation behavior from the first preset operation behavior according to whether an operation instruction corresponding to the first preset operation behavior corresponds to the execution action of the controlled virtual object and whether the input time of the first preset operation behavior corresponds to the execution time of the execution action. The negative behavior determination module is specifically configured to determine whether the each player has a negative game behavior for the game task according to a number of the target operation behaviors, the target operation behavior being an operation behavior corresponding to an operation instruction of the first preset operation behavior and an execution action of a controlled virtual object, and a time difference between an input time of the first preset operation behavior and an execution time of the execution action satisfying a preset time delay.
9. A negative game detection server, characterized by Comprising: A processor, a storage medium and a bus, the storage medium storing program instructions executable by the processor, the processor and the storage medium communicating through the bus when the negative game detection server is running, the processor executing the program instructions to perform the steps of the negative game detection method according to any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, and the computer program performs the steps of the negative game detection method according to any one of claims 1 to 7 when executed by the processor.
Citation Information
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Method and device for recognizing passive user, and server
CN107335220A