Anti-cheating method, device, server and readable storage medium
By scoring the client's credibility and selecting verification clients to disperse cheating checks, the problem of excessive server load in existing technologies is solved, thus optimizing the anti-cheating solution and reducing the load.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- BEIJING PIXEL SOFTWARE TECH
- Filing Date
- 2022-12-19
- Publication Date
- 2026-04-17
AI Technical Summary
Existing anti-cheating solutions rely heavily on server checks, which can lead to excessive server load and potentially crashes. Furthermore, they fail to effectively distinguish between trusted clients, resulting in wasted CPU resources and client overheating.
By assigning credibility scores to clients and selecting a subset of them as verification clients, the cheating detection task is distributed, reducing the load on both the server and clients. A scoring mechanism is used to screen verification clients and perform cheating detection.
The anti-cheating scheme has been optimized, reducing the load on the server and client, reducing CPU computing power consumption and heat generation, while improving the reliability and efficiency of cheating detection.
Smart Images

Figure CN116016622B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of Internet technology, and more specifically, to an anti-cheating method, apparatus, server, and readable storage medium. Background Technology
[0002] With the development of internet technology, users have been provided with more entertainment options, such as a wider selection of online games. However, with the rapid development of online games, "cheating software" has also emerged. Players can use this software to arbitrarily modify data in the client to make their characters stronger and gain an advantage. This cheating behavior creates unfairness for other players and causes significant damage to the game's ecosystem. Game developers need to provide anti-cheating measures to detect and stop such behavior in the game. However, current anti-cheating solutions still have room for improvement. Summary of the Invention
[0003] One of the objectives of this invention includes, for example, providing an anti-cheating method, apparatus, server, and readable storage medium to at least partially optimize anti-cheating schemes.
[0004] The embodiments of the present invention can be implemented as follows:
[0005] In a first aspect, the present invention provides an anti-cheating method applied to a server, the server being communicatively connected to multiple clients, the method comprising:
[0006] For each client, a credibility score is calculated based on the information of the account that logged into the client, and a score result for each client is obtained.
[0007] Based on the scoring results of each client, at least one client is selected from the clients as a verification client, and the at least one verification client is controlled to perform cheating checks on each client according to the set rules to obtain the check results;
[0008] Anti-cheating processing will be carried out based on the test results.
[0009] In an optional implementation, the step of scoring the trustworthiness of each client based on information related to the account used to log in to the client includes:
[0010] When a user creates a game character based on the client, it is determined whether the client's account has a historical rating. If so, the rating result of the client is determined based on the historical rating.
[0011] After a user plays the game based on the client, it is determined whether the client is identified as a verification client. If so, the client's credibility score is increased based on the number of times the verification result of the verification client is adopted, and the updated score result of the client is obtained.
[0012] After a user plays the game using the client, it is determined whether the client has been flagged as cheating. If so, the client's credibility score is reduced, resulting in an updated score for the client.
[0013] In an optional implementation, controlling at least one of the verification clients to perform cheating checks on each of the clients according to a set rule includes:
[0014] The inspection frequency of each client is determined based on the rating results of each client, wherein the inspection frequency of the client with a higher rating result is lower than that of the client with a lower rating result.
[0015] Control at least one of the verification clients to perform cheating checks on each client according to the verification frequency.
[0016] In an optional implementation, determining at least one client from among the clients as a verification client based on the scoring results of each client includes:
[0017] Based on the rating results of each client, all clients with rating results greater than a set threshold are selected as verification clients; or,
[0018] The rating results of each client are sorted, and all clients whose rating results rank in the top predetermined proportion are selected as verification clients; or,
[0019] The rating results for each client are displayed, and in response to the user's selection, the selected client is used as the verification client.
[0020] In an optional implementation, the anti-cheating processing based on the verification result includes:
[0021] From the test results described above, select the test results that indicate cheating as the test results to be processed.
[0022] Arbitrate the test results to be processed, and take the test result to be processed that confirms cheating as the target test result.
[0023] Set penalty restrictions for the client corresponding to the target test result.
[0024] In an optional implementation, the method further includes:
[0025] Based on the target verification results, cheating data analysis is performed to obtain cheating samples;
[0026] The cheating sample is sent to each of the verification clients;
[0027] Based on whether each verification client receives a verification result indicating the presence of cheating, it is determined whether the verification function of each verification client is normal.
[0028] In an optional implementation, the method further includes:
[0029] If it is determined that the verification function of the verification client is abnormal, the credibility score of the verification client is reduced, the updated score of the verification client is obtained, and the verification client is controlled to no longer perform cheating checks until the set conditions are met.
[0030] The set conditions include: the latest rating result reaches a set threshold; or...
[0031] The latest rating results are at the previously set percentage; or,
[0032] The test results obtained by examining the cheating samples are the test results that characterize cheating.
[0033] Secondly, embodiments of the present invention provide an anti-cheating device applied to a server, the server being communicatively connected to multiple clients, the anti-cheating device comprising:
[0034] The rating processing module is used to perform a credibility rating on each client based on the relevant information of the account that logged into the client, and obtain the rating result of each client.
[0035] The cheating detection module is used to determine at least one client as a verification client from among the clients based on the scoring results of each client, control at least one verification client to perform cheating detection on each client according to the set rules, obtain the detection result, and perform anti-cheating processing based on the detection result.
[0036] Thirdly, the present invention provides a server, comprising: a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the anti-cheating method described in any of the foregoing embodiments.
[0037] Fourthly, the present invention provides a computer-readable storage medium comprising a computer program, wherein the computer program, when executed, controls a server on which the computer-readable storage medium is located to perform the anti-cheating method described in any of the foregoing embodiments.
[0038] The beneficial effects of the embodiments of the present invention include, for example: selecting a portion of clients as verification clients based on the rating results of each client, and then performing verification on each client based on the verification clients.
[0039] This approach facilitates decentralized cheat detection, reduces server processing load, and optimizes the anti-cheating solution. Attached Figure Description
[0040] To more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some aspects of the present invention.
[0041] These examples should not be considered as limitations on the scope. For those skilled in the art, other related figures can be obtained from these figures without any inventive effort.
[0042] Figure 1 The diagram illustrates an application scenario provided by an embodiment of the present invention.
[0043] Figure 2 This diagram illustrates the architecture of a server provided by an embodiment of the present invention.
[0044] Figure 3 This is a schematic flowchart of an anti-cheating method provided by an embodiment of the present invention.
[0045] Figure 4 This is a second schematic flowchart illustrating an anti-cheating method provided by an embodiment of the present invention. 5 Figure 5 The third schematic diagram of an anti-cheating method provided by an embodiment of the present invention is shown.
[0046] Figure 6 The fourth illustration shows a flowchart of an anti-cheating method provided by an embodiment of the present invention.
[0047] Figure 7 An exemplary structural block diagram of an anti-cheating device provided by an embodiment of the present invention is shown.
[0048] Icons: 100 - Server; 110 - Memory; 120 - Processor; 130 - Communication Module; 140 - Anti-cheating Device; 141 - Scoring Processing Module; 142 - Cheating Detection Module. Detailed Implementation
[0049] like Figure 1 As shown, in online game scenarios, a common architecture is a server communicating with multiple clients.
[0050] Currently, various mechanisms and channels are typically provided to detect and stop cheating in games. Considering that the same input should always produce the same output, based on this principle, partial input and calculation results from the client can be collected and sent to the server for verification. If different results are obtained based on the same input, it can be determined that the client is cheating.
[0051] However, research has revealed the following problems with this method: Each client needs to continuously send data to the server for verification, leading to excessive server load. For example, when the number of concurrent clients is high, the server may crash due to exceeding its load limit. When multiple clients provide the same input but produce different results, it's impossible to determine which client is trustworthy, and all clients must be considered suspects. The need for repeated verification and being verified for each client wastes significant CPU resources, potentially causing overheating issues in mobile games under high CPU load.
[0052] Based on the above research, this invention provides an anti-fraud solution. Through clever design of the server and client, the solution differentiates and filters each client based on a scoring mechanism, distributing the verification task to the client, reducing the scope of verification and the complexity of the inspection, thereby achieving anti-fraud while reducing the load on the server and client, resulting in a more optimized anti-fraud solution.
[0053] The shortcomings of the above solutions are the result of the inventors' practical experience and careful research. Therefore, the discovery process of the above problems and the solutions proposed by the embodiments of the present invention in the following text should be considered as contributions made by the inventors during the invention process.
[0054] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0055] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.
[0056] It should be noted that the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.
[0057] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0058] It should be noted that, where there is no conflict, the features in the embodiments of the present invention can be combined with each other.
[0059] Please refer to Figure 2 This is a block diagram of a server 100 provided in this embodiment. The server 100 in this embodiment can be a server, processing device, processing platform, etc., capable of data interaction and processing. For example, it can be a data center server for online games. The server 100 includes a memory 110, a processor 120, and a communication module 130. The memory 110, processor 120, and communication module 130 are electrically connected to each other directly or indirectly to realize data transmission or interaction. For example, these components can be electrically connected to each other through one or more communication buses or signal lines.
[0060] The memory 110 is used to store programs or data. The memory 110 may be, but is not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), etc.
[0061] The processor 120 is used to read / write data or programs stored in the memory 110 and to perform corresponding functions.
[0062] The communication module 130 is used to establish a communication connection between the server 100 and other communication terminals through the network, and to send and receive data through the network.
[0063] It should be understood that, Figure 2 The structure shown is only a schematic diagram of server 100; server 100 may also include components such as... Figure 2 The more or fewer components shown, or having the same Figure 2 The different configurations shown. Figure 2 The components shown can be implemented using hardware, software, or a combination thereof.
[0064] Please refer to the following: Figure 3 This is a flowchart illustrating an anti-cheating method provided in an embodiment of the present invention. It can be derived from... Figure 1 The server 100 executes the anti-fraud method, for example, it can be executed by the processor 120 in the server 100. The server 100 communicates with multiple clients, and the anti-fraud method includes S110, S120 and S130.
[0065] S110, for each client, based on the relevant information of the account that logged into the client, a credibility score is performed on each client to obtain the score result of each client.
[0066] S120, based on the scoring results of each client, at least one client is determined from each client as a verification client, and at least one verification client is controlled to perform cheating checks on each client according to the set rules to obtain the check results.
[0067] S130, perform anti-cheating processing based on the test results.
[0068] In this embodiment, the server determines the verification client from among the clients through a scoring mechanism, and performs cheating checks on each client based on the verification client. This avoids the problem of concentrated cheating checks on the server in the prior art, which leads to a large server load, and optimizes the anti-cheating scheme.
[0069] In S110, the credibility score of each client can be achieved in a variety of ways based on the relevant information of the account that logged into the client.
[0070] For example, when a user creates a game character based on the client, it can be determined whether the client's account has historical ratings. If so, the client's rating result can be determined based on those historical ratings. If not, an initial rating can be assigned to the client, such as a medium rating.
[0071] For example, after a user plays a game using the client, it can be determined whether the client has been identified as a verification client. If so, the client's credibility score is increased based on the number of times its verification result is accepted, resulting in an updated client rating. Alternatively, if the verification result of the client is determined to be incorrect, the number of times it is determined to be incorrect can be counted. Based on the number of times the verification result of the client is determined to be incorrect, the client's credibility score is decreased, resulting in an updated client rating.
[0072] For example, after a user plays a game based on the client, it can be determined whether the client has been identified as cheating. If so, the client's credibility score is reduced, resulting in an updated score for the client.
[0073] For example, one can collect data on the client's game duration, number of checks, duration during which cheating was not detected or the number of times cheating was detected, and ranking in the game. By combining this data, the client's credibility score can be increased or decreased to obtain the updated score.
[0074] Other methods can also be used to score the credibility of each client. For example, users with administrative privileges can customize and adjust the scores. This embodiment will not provide examples of these methods. It is understood that, to ensure the reliability and real-time nature of the credibility scoring, the client's credibility score will dynamically change based on the analysis of the latest relevant information. Consequently, the identified verification clients may also change.
[0075] In S120, the method of determining at least one client as the verification client from among the clients based on the scoring results of each client can be flexibly selected.
[0076] For example, based on the rating results of each client, all clients with rating results greater than a set threshold can be selected as verification clients.
[0077] For example, the rating results of each client can be sorted, and all clients whose rating results are in the top set proportion can be selected as verification clients.
[0078] For example, the rating results of each client can be displayed, and in response to the user's selection, the selected client can be used as the verification client.
[0079] Understandably, as the credibility scores of each client change dynamically, the verification client may also change accordingly. For example, at one point, based on the scoring results, client A in client AN might be identified as the verification client. At another point, as the scoring results of each client change, client C in client AN might be identified as the verification client.
[0080] In S120, controlling at least one of the verification clients to perform cheating checks on each of the clients according to the set rules can be flexibly implemented.
[0081] For example, please refer to the following: Figure 4 This can be achieved through S210 and S220.
[0082] S210, determine the testing frequency for each client based on the scoring results of each client.
[0083] Among them, the test frequency of clients with high scores was lower than that of clients with low scores. That is, the test frequency is negatively correlated with the score.
[0084] S220, control at least one of the verification clients to perform cheating checks on each client according to the verification frequency.
[0085] Since cheating is rare in most online games, the solution in this embodiment results in fewer clients with lower scores and higher detection frequencies. Most clients have moderate to high scores and moderate to low detection frequencies. Therefore, flexibly determining the detection frequency based on the score results can reduce the scope and complexity of the detection while ensuring the reliability of the detection. This achieves anti-cheating while reducing the load on the server and clients.
[0086] For example, the total number of clients communicating with the server and the number of clients identified as verification clients can be counted. Based on the total number of clients and the number of verification clients, the cheating detection task can be evenly distributed to each verification client, thereby achieving reliable verification of each client with basic load balancing.
[0087] To ensure the comprehensiveness of the verification, verification can also be performed on each verification client. In one implementation, the server can perform verification on each verification client.
[0088] In another implementation, each verification client can verify each other. For example, if clients A and D are both verification clients, then the input data and calculation results of client A can be sent to client B for verification instead of the server. The data of client B can then be sent to clients C, D, or A for verification, thereby further alleviating the problem of high server load.
[0089] In S130, there are several ways to implement anti-cheating processing based on the inspection results. For example, please refer to [reference needed]. Figure 5 This can be achieved through S310, S320, and S330.
[0090] S310, Select the test results that indicate cheating from the test results as test results to be processed.
[0091] S320, Arbitrate the test results to be processed, and take the test results to be processed that confirm cheating as the target test results.
[0092] S330, Set penalty restrictions for the client corresponding to the target inspection result.
[0093] The penalty restrictions can be set flexibly. For example, they may include lowering the credibility score, setting a time limit for banning play, or initializing abnormal data.
[0094] For example, please refer to the following: Figure 6 The method may also include S410, S420 and S430.
[0095] S410, Based on the target inspection results, perform cheating data analysis to obtain cheating samples.
[0096] S420, the cheating sample is sent to each of the verification clients.
[0097] S430, based on whether each verification client obtains a verification result indicating that cheating exists, determine whether the verification function of each verification client is normal.
[0098] For example, if it is determined that the verification function of the verification client is abnormal, the credibility score of the verification client can be reduced to obtain the updated score of the verification client, and the verification client can be controlled to no longer perform cheating checks until the set conditions are met.
[0099] The conditions can be set flexibly. For example, they may include: the latest scoring result reaches a set threshold; or the latest scoring result is in the top set proportion; or the test result obtained by testing the cheating sample is the test result characterizing cheating.
[0100] It is understandable that S130 can have other implementations. For example, in another implementation, to further reduce server load, the operation of filtering out the test results that indicate cheating from the test results as test results to be processed can be performed on the verification client. After the verification client completes the filtering, it only sends the test results to be processed to the server, and the server arbitrates the test results to be processed.
[0101] Based on the above design, while distributing the cheating detection operation to each verification client, it is also possible to prevent clients from colluding to deceive the server by verifying the verification clients, thus ensuring the reliability of the anti-cheating detection.
[0102] To more clearly illustrate the implementation principle of this embodiment, the anti-cheating scheme in this embodiment will be illustrated using the following scenario as an example.
[0103] Please continue reading. Figure 1 The server communicates with multiple clients, where the server can be a game data center server and the clients can be multiple user terminals that have the online game installed.
[0104] Establish a rating system on the server to determine the trustworthiness of accounts and clients and the frequency of checks. Each client is rated; clients with high ratings can be used as verification clients, but their check frequency is reduced. Clients with low ratings have low trustworthiness, are not used as verification clients, and their check frequency is increased.
[0105] An arbitration system is established on the server. When the verification client determines that the data of the client being inspected is problematic, the arbitration system makes the final determination of whether cheating has occurred (e.g., by setting rules or combining judgments based on authorized user operations), and imposes corresponding penalties and restrictions. Simultaneously, the cheating data is analyzed, broken down, and stored as samples. The arbitration system sends cheating data to the verification client at a low frequency and intermittently to ensure its verification function is working properly, while also detecting whether the verification client is cheating.
[0106] Cheating will be detected using the following methods:
[0107] 1. When players create a character, the account's historical rating (the rating of the account in other games or software systems) is imported. If there is no rating, the initial rating is medium.
[0108] 2. In the early stages of game release, data on locations and key modules where cheating is easily committed by the client will be forwarded by the server to other high-rated clients for verification. If there are problems with the verification results, they will be submitted to the arbitration system for judgment. If cheating is committed, the score of the tested client account will be lowered and restrictions will be imposed, while the score of the verifying client account will be raised.
[0109] 3. For key modules prone to cheating, the arbitration system initially generates a set of simple cheating data. It also analyzes, breaks down, and saves the cheating data received from clients; all of this will be used as official submission data. The arbitration system periodically sends the submission data to high-scoring clients to verify its reliability, and also sends it to low-scoring clients to detect cheating.
[0110] 4. In the mid-to-late stages of game release, send key data from low-scoring clients to high-scoring clients for verification more frequently. Since cheating is limited to a small number of people, the computational power required for this is relatively low. For high-scoring clients, send key data to other high-scoring clients for verification less frequently. This significantly reduces the overall computational power required, thereby reducing the overall load on both clients and servers.
[0111] To perform the corresponding steps in the above embodiments and various possible methods, an implementation of an anti-cheating device is given below. Please refer to... Figure 7 , Figure 7 This is a functional block diagram of an anti-cheating device 140 provided in an embodiment of the present invention. The anti-cheating device 140 can be applied to... Figure 2 The server 100 shown communicates with multiple clients. It should be noted that the anti-cheating device 140 provided in this embodiment has the same basic principle and technical effects as the method embodiment described above. For the sake of brevity, any parts not mentioned in this embodiment can be referred to the corresponding content in the method embodiment described above. The anti-cheating device 140 includes a scoring processing module 141 and a cheating verification module 142.
[0112] The scoring processing module 141 is used to score the credibility of each client based on the relevant information of the account that logged into the client, and obtain the scoring result of each client.
[0113] The cheating detection module 142 is used to determine at least one client as a verification client from among the clients based on the scoring results of each client, control at least one verification client to perform cheating detection on each client according to the set rules, obtain the detection result, and perform anti-cheating processing based on the detection result.
[0114] Based on the above, embodiments of the present invention also provide a computer-readable storage medium, the computer-readable storage medium including a computer program, wherein the computer program, when running, controls the server where the computer-readable storage medium is located to execute the above-described anti-cheating method.
[0115] The above-described scheme in this embodiment of the invention reduces the overall load on both the server and client while ensuring anti-cheating measures are in place, thereby saving computing power, reducing power consumption, and decreasing client heat generation. A scoring mechanism is used to narrow down the scope of clients being inspected during anti-cheating, reducing the overall computational load. The server proactively sends cheating data to the client to check its credibility, verify the integrity of the verification function, and confirm whether cheating has occurred, improving verification reliability. Overall, the anti-cheating scheme is optimized.
[0116] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can also be implemented in other ways. The apparatus embodiments described above are merely illustrative; for example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of the invention. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0117] In addition, the functional modules in the various embodiments of the present invention can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.
[0118] If the aforementioned functions are implemented as software functional modules and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0119] The above description is merely a preferred embodiment of the present invention and is not intended to limit the invention. Various modifications and variations can be made to the present invention by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the scope of protection of the present invention.
Claims
1. An anti-cheating method, characterized by, Applied to a server that communicates with multiple clients, the method includes: For each client, a credibility score is calculated based on the information of the account that logged into the client, and a score result for each client is obtained. Based on the rating results of each client, at least one client is selected as a verification client. The verification frequency of each client is determined based on the rating results of each client, wherein the verification frequency of the client with a higher rating result is lower than that of the client with a lower rating result. At least one verification client is controlled to perform cheating verification on each client according to the verification frequency, and the verification result is obtained. Anti-cheating processing will be carried out based on the test results.
2. The anti-cheating method of claim 1, wherein, The credibility score for each client is determined based on information related to the account used to log in to the client, including: When a user creates a game character based on the client, it is determined whether the client's account has a historical rating. If so, the rating result of the client is determined based on the historical rating. After a user plays the game based on the client, it is determined whether the client is identified as a verification client. If so, the client's credibility score is increased based on the number of times the verification result of the verification client is adopted, and the updated score result of the client is obtained. After a user plays the game using the client, it is determined whether the client has been flagged as cheating. If so, the client's credibility score is reduced, resulting in an updated score for the client.
3. The anti-cheating method according to claim 1, characterized in that, The step of determining at least one client as a verification client from among the clients based on the scoring results of each client includes: Based on the rating results of each client, all clients with rating results greater than a set threshold are selected as verification clients; or, The rating results of each client are sorted, and all clients whose rating results rank in the top predetermined proportion are selected as verification clients; or, The rating results for each client are displayed, and in response to the user's selection, the selected client is used as the verification client.
4. The anti-cheating method according to any one of claims 1 to 3, characterized in that, The anti-cheating processing based on the test results includes: From the test results described above, select the test results that indicate cheating as the test results to be processed. Arbitrate the test results to be processed, and take the test result to be processed that confirms cheating as the target test result. Set penalty restrictions for the client corresponding to the target test result.
5. The anti-cheating method of claim 4, wherein, The method further includes: Based on the target verification results, cheating data analysis is performed to obtain cheating samples; The cheating sample is sent to each of the verification clients; Based on whether each verification client receives a verification result indicating the presence of cheating, it is determined whether the verification function of each verification client is normal.
6. The anti-cheating method of claim 5, wherein, The method further includes: If it is determined that the verification function of the verification client is abnormal, the credibility score of the verification client is reduced, the updated score of the verification client is obtained, and the verification client is controlled to no longer perform cheating checks until the set conditions are met. The set conditions include: the latest rating result reaches a set threshold; or... The latest rating results are at the previously set percentage; or, The test results obtained by examining the cheating samples are the test results that characterize cheating.
7. An anti-cheating device, characterized by, The anti-cheating device is applied to a server that communicates with multiple clients, and includes: The rating processing module is used to perform a credibility rating on each client based on the relevant information of the account that logged into the client, and obtain the rating result of each client. The cheating detection module is used to determine at least one client as a verification client based on the rating results of each client, determine the detection frequency of each client based on the rating results of each client, wherein the detection frequency of the client with a higher rating result is lower than the detection frequency of the client with a lower rating result; control at least one verification client to perform cheating detection on each client according to the detection frequency, obtain the detection result, and perform anti-cheating processing based on the detection result.
8. A server, characterized by include: A memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the program, implements the anti-cheating method according to any one of claims 1 to 6.
9. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a computer program that, when executed, controls the server where the computer-readable storage medium is located to perform the anti-cheating method according to any one of claims 1 to 6.
Citation Information
Patent Citations
Game verification method and device, game server and verification server
CN105657067A