Game abnormal player identification method and device, electronic equipment and readable storage medium

By acquiring historical behavior information of game players, determining game synchronization information, and filtering abnormal players, the problem of low efficiency in finding game cheating behavior in existing technologies is solved, and a method for efficiently identifying abnormal players is realized.

CN116549968BActive Publication Date: 2026-07-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-05-24
Publication Date
2026-07-21

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Abstract

The application discloses a game abnormal player identification method and device, electronic equipment and a computer readable storage medium. The application obtains game behavior correlation information of a plurality of game players participating in a target game in a historical time. Based on the game behavior correlation information of the plurality of game players in the historical time, at least one set of game synchronization information of each game player in the target game is determined. Each set of game synchronization information includes at least one suspected synchronization player of the game player, and a target number of consistent game behavior correlation information of the game player and the suspected synchronization player at the same time. Based on the target number in the game synchronization information of different game players, target game synchronization information with abnormalities is screened out. Based on the target game synchronization information, suspected abnormal players in the target game are determined, which can improve the efficiency of finding abnormal players in the game who may have cheating behaviors.
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Description

Technical Field

[0001] This application relates to the field of game technology, and specifically to a method, device, electronic device, and computer-readable storage medium for identifying abnormal players in games. Background Technology

[0002] The rise of the internet and the continuous development and evolution of hardware and software technologies have spurred the emergence of smart devices and software. Simultaneously, a large number of games of various themes have sprung up to meet user needs. However, with the rapid development of various technologies in the gaming industry, cheating has also emerged. For example, some game operators, in order to reduce operational costs, use tools (such as synchronizers) to control multiple game clients simultaneously, sending requests to the server while operating only one client. This achieves synchronization between multiple game clients, thus affecting fair competition among game operators and the healthy development of the gaming industry.

[0003] To address cheating in the gaming industry, operators typically employ two methods: manual monitoring or investigation based on complaints from relevant personnel. These methods aim to identify players who may be engaging in cheating. However, manual investigation requires significant manpower and time investment, resulting in low efficiency in identifying such players. Summary of the Invention

[0004] This application provides a method, apparatus, electronic device, and computer-readable storage medium for identifying abnormal players in games, which can improve the efficiency of finding abnormal players who may be cheating in games.

[0005] In a first aspect, embodiments of this application provide a method for identifying abnormal players in a game, the method comprising:

[0006] Obtain correlation information on the game behavior of multiple players in the target game within a historical period;

[0007] Based on the game behavior association information of multiple players in the above-mentioned historical period, at least one set of game synchronization information for each player in the above-mentioned target game is determined. Each set of game synchronization information includes at least one suspected synchronized player of the above-mentioned player, and the target number of times that the game behavior association information of the above-mentioned player and the suspected synchronized player are consistent at the same time.

[0008] Based on the target number of the above game synchronization information of different players, filter out the target game synchronization information that is abnormal;

[0009] Based on the aforementioned target game synchronization information, suspected abnormal players in the aforementioned target game were identified.

[0010] Secondly, embodiments of this application also provide a device for identifying abnormal players in games, the device comprising:

[0011] The information acquisition module is used to acquire information related to the game behavior of multiple players in the target game within a historical period.

[0012] The information determination module is used to determine at least one set of game synchronization information for each of the aforementioned game players in the target game based on the game behavior association information of multiple game players within the aforementioned historical time period. Each set of game synchronization information includes at least one suspected synchronized player of the aforementioned game player, and the target number of times that the game behavior association information of the aforementioned game player and the suspected synchronized player are consistent at the same time.

[0013] The information filtering module is used to filter out target game synchronization information that is abnormal based on the target number of the above game synchronization information of different players.

[0014] The player identification module is used to identify suspected abnormal players in the target game based on the aforementioned target game synchronization information.

[0015] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; the processor loads instructions from the memory to execute any of the game abnormal player identification methods provided in embodiments of this application.

[0016] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute any of the game abnormal player identification methods provided in embodiments of this application.

[0017] In this embodiment, game behavior association information of multiple players participating in a target game within a historical period is obtained. This information is used to determine whether a player is abnormal based on the information provided during gameplay. Specifically, based on the game behavior association information of multiple players within the historical period, at least one set of game synchronization information is determined for each player in the target game. Each set of game synchronization information includes at least one suspected synchronized player and a target number of times the game behavior association information of the player and the suspected synchronized player is consistent at the same time. Thus, the number of synchronizations between players can be obtained through this game synchronization information, i.e., the target number. Based on the target number in the game synchronization information of different players, abnormal target game synchronization information is filtered out. This determines which game synchronization information corresponds to abnormal numbers between players, enabling the identification of suspected abnormal players in the target game based on the target game synchronization information. In other words, it identifies abnormal players who may be cheating in the game. By processing and filtering the game synchronization information between players and other players, and identifying the corresponding suspected abnormal players based on the game synchronization information, the efficiency of identifying abnormal players who may be cheating in the game can be improved. Attached Figure Description

[0018] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0019] Figure 1 This is a schematic diagram of a scenario for the game abnormal player identification method provided in the embodiments of this application;

[0020] Figure 2 This is a schematic flowchart of one embodiment of the game abnormal player identification method provided in this application;

[0021] Figure 3 This is a schematic diagram of the structure of the game abnormal player identification device provided in the embodiments of this application;

[0022] Figure 4 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0023] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0024] Before providing a detailed explanation of the embodiments of this application, some terms involved in the embodiments of this application will be explained.

[0025] In the description of the embodiments of this application, the terms "first," "second," etc., may be used herein to describe various concepts, but unless specifically stated otherwise, these concepts are not limited by these terms. These terms are used only to distinguish one concept from another. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or devices.

[0026] This application provides a method, apparatus, electronic device, and computer-readable storage medium for identifying abnormal game players. Specifically, the method for identifying abnormal game players in this application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0027] For example, such as Figure 1As shown, the electronic device is illustrated using terminal 10 as an example. This terminal can acquire game behavior association information of multiple game players participating in a target game within a historical period. Based on the game behavior association information of the multiple game players within the historical period, at least one set of game synchronization information for each game player in the target game is determined. Each set of game synchronization information includes at least one suspected synchronized player of the game player, and the target number of times that the game player and the suspected synchronized player have the same game behavior association information at the same time. Based on the target number of times in the game synchronization information of different game players, abnormal target game synchronization information is filtered out. Based on the target game synchronization information, suspected abnormal players in the target game are determined.

[0028] To address the aforementioned issues, this application provides a method, apparatus, electronic device, and computer-readable storage medium for identifying abnormal players in games, which can improve the efficiency of identifying abnormal players who may be cheating in games.

[0029] The following is a detailed description in conjunction with the accompanying drawings. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the drawings.

[0030] In this embodiment, a terminal is used as an example for illustration. This embodiment provides a method for identifying abnormal players in games, such as... Figure 2 As shown, the specific process of this game's abnormal player identification method can be as follows:

[0031] 201. Obtain information on the game behavior of multiple players participating in the target game within a historical period.

[0032] The aforementioned game behavior association information refers to the information corresponding to a player's participation in the target game and the execution of game behaviors within the target game within a historical time period. This game behavior association information includes, but is not limited to, game behavior association protocols, game behavior identifiers, and the time of participation of each game behavior association protocol or game behavior identifier.

[0033] The aforementioned game behavior association protocol refers to the protocol corresponding to a player's game behavior in the target game. It can be understood that if two players' game behavior association protocols are identical, then their game behaviors are considered identical. For example, in a farm-planting game scenario, if two players use the same protocol to send a planting request to the server, their game behaviors in that scenario are considered identical. Similarly, in a weapon-crafting game scenario, if two players use the same protocol to send a weapon-crafting request to the server, their game behaviors in that scenario are considered identical.

[0034] The aforementioned game behavior identifier can be the behavior identifier corresponding to a game action performed by a player in the target game. It can be understood that if the game behavior identifiers of two players are the same, then the game actions of the two players in the game are considered to be the same.

[0035] Among them, the time of participation of each of the above game behavior association protocols or game behavior identifiers can be the time when a game player performs a game behavior in the target game.

[0036] In this embodiment, the terminal obtains game behavior association information of multiple game players participating in the target game, and then determines the game behavior between different game players based on the obtained information, thereby determining whether there is cheating behavior in the current target game and which players are cheating.

[0037] Specifically, the aforementioned historical time can be set according to user needs and is not limited here. The aforementioned historical time can be a preset historical period, for example, calculated by time period, setting a preset time period before the current moment as the historical time, such as within 1 second before the current moment, within 1 minute before the current moment, or within 30 minutes before the current moment; or calculated by number of days, setting a preset number of days before today as the historical time, such as within 1 day before today; or calculated by number of months, setting a preset number of months before the current month as the historical time, such as within 1 month before the current month; or, directly setting the time before the current moment as the historical time.

[0038] 202. Based on the game behavior association information of multiple game players in the above-mentioned historical period, determine at least one set of game synchronization information for each game player in the above-mentioned target game. Each set of game synchronization information includes at least one suspected synchronized player of the above-mentioned game player, and the target number of times that the game behavior association information of the above-mentioned game player and the suspected synchronized player are consistent at the same time.

[0039] In this embodiment, the terminal obtains the game behavior association information of different game players to determine at least one game behavior of different game players in the target game within a certain period of time, thereby determining whether there may be synchronous behavior between different game players, that is, the situation where at least two game players have the same game behavior at the same time. In other words, it is believed that there may be synchronous behavior between at least two game players, that is, there may be a game operator who simultaneously operates at least two game players to perform corresponding operations through a synchronizer.

[0040] Understandably, the terminal identifies other players currently exhibiting synchronized behavior with each player—the aforementioned suspected synchronized players—by determining at least one set of game synchronization information corresponding to each player. Furthermore, the terminal introduces a target number, which is the number of times the player's game behavior is consistent with that of the suspected synchronized player. This target number is used to indicate the degree of synchronization between the player and the suspected synchronized player. Based on this target number, the terminal can further verify whether the synchronization between the player and the suspected synchronized player is a normal, occasional occurrence or an abnormal, continuous synchronization caused by the use of specific tools, such as a synchronizer.

[0041] It is understandable that, since a game operator may simultaneously control two or more game players to perform the same operation on multiple game clients, each set of game synchronization information for the aforementioned game players includes at least one suspected synchronizing player. That is, a suspected synchronizing player who synchronizes with the game player multiple times at the same time can be one, or one or more.

[0042] Specifically, the terminal can define a data structure mapping that stores at least one set of game synchronization information for each of the aforementioned game players, as shown below:

[0043] DECLARE_RUN_VAR(mpSuspectData,([]))

[0044] The mpSuspectData mentioned above is used to indicate that one less set of game synchronization information is stored for each game player.

[0045] For example, if the current game player user1 has two suspected sync players user2 and user3, the target number of times between user1 and user2 is 1, and the target number of times between user1 and user3 is 4, then the data structure of the two sets of game synchronization information of the current game player user1 is (user1:(user2:1,user3:4)).

[0046] In some embodiments, in order to improve the speed of determining the game synchronization information of the aforementioned game players, the terminal may introduce a set of behavioral data corresponding to each game behavior, that is, organize the game behavior association information of the game players and store the organized information in the set of behavioral data corresponding to the corresponding game behavior, thereby accelerating the speed of determining the game synchronization information of the game players based on the information in the set of behavioral data corresponding to each game behavior.

[0047] Specifically, the terminal can define a data structure mapping to store the set of behavior data corresponding to each game behavior, as shown below:

[0048] DECLARE_RUN_VAR(mpProt2Tmp,([]))

[0049] The mpProt2Tmp mentioned above is used to indicate the set of behavioral data corresponding to each game behavior, which is equivalent to caching the player's execution status at different times under the same game behavior.

[0050] For example, if at time N, player A and player B simultaneously perform game action 1, and player B and player C simultaneously perform game action 2, then mpProt2Tmp is as follows: (

[0052] Game Behavior 1: ((Timestamp: N), (Players: A, B))

[0053] Game Behavior 2: ((Timestamp: N), (Players: B, C)) )

[0055] In mpProt2Tmp, game actions are used as keys, and each key corresponds to a nested map structure. Each structure contains at least one player who performs the corresponding game action at the same time. For example, the structure corresponding to game action 1 contains player A and player B at time N, and the structure corresponding to game action 2 contains player B and player C at time N.

[0056] Specifically, when the aforementioned game behavior association information includes at least one game behavior association protocol and the behavior participation time corresponding to each of the at least one game behavior association protocol, the terminal can preset a behavior data set corresponding to each game behavior association protocol. This behavior data set is used to store game players who send the corresponding game behavior association protocol at the same time. That is, the determination of at least one set of game synchronization information for each of the aforementioned game players in the target game based on the aforementioned game behavior association information of multiple game players within the aforementioned historical time period may include: storing multiple game players in the behavior data set corresponding to each game behavior association protocol based on the game behavior association protocols of multiple game players and the behavior participation time corresponding to each game behavior association protocol. The aforementioned behavior data set includes a data subset corresponding to the aforementioned behavior participation time. The aforementioned data subset includes the aforementioned behavior participation time and the game players who participate in the target game at the aforementioned behavior participation time.

[0057] It is understandable that if there are at least two game players stored in the above data subset, then since the game behavior association protocol between the game players stored in each data subset is consistent and the time of behavior participation is also consistent, there is synchronous behavior between at least two game players. Therefore, based on at least one data subset in the behavior data set corresponding to each game behavior association protocol, it can be determined that there are at least two game players with synchronous behavior corresponding to each data subset.

[0058] For example, if at time N, player A and player B simultaneously send game behavior association protocol 1, and player B and player C simultaneously send game behavior association protocol 2, then mpProt2Tmp is as follows: (

[0060] Game Behavior Association Protocol 1: ((Timestamp: N), (Player: A, B))

[0061] Game Behavior Association Protocol 2: ((Timestamp: N), (Player: B, C)) )

[0063] In mpProt2Tmp, the game behavior association protocol is used as the key. Each key corresponds to a nested map structure. In this structure, there are at least one player who sends the corresponding game behavior association protocol at the same time. For example, the structure corresponding to game behavior association protocol 1 contains player A and player B at time N, and the structure corresponding to game behavior association protocol 2 contains player B and player C at time N.

[0064] Understandably, in this example, the mpProt2Tmp mentioned above is used to store the protocol transmission status of the game behavior association protocol at the same time, that is, to send the game behavior association protocol to the server in order to execute a certain game behavior in the target game.

[0065] Specifically, when the aforementioned game behavior association information includes at least one game behavior identifier and the behavior participation time corresponding to each of the at least one game behavior identifiers, the terminal can preset a behavior data set corresponding to each game behavior identifier. This behavior data set is used to store game players who perform game behaviors corresponding to the game behavior identifiers at the same time. That is, the aforementioned determination of at least one set of game synchronization information for each of the aforementioned game players in the target game based on the aforementioned game behavior association information of multiple game players within the aforementioned historical time period may include: storing multiple game players in the behavior data set corresponding to each game behavior identifier based on the game behavior identifiers of multiple game players and the behavior participation time corresponding to each game behavior identifier. The aforementioned behavior data set includes a data subset corresponding to the aforementioned behavior participation time. The aforementioned data subset includes the aforementioned behavior participation time and the game players who participate in the target game at the aforementioned behavior participation time.

[0066] It is understandable that if there are at least two game players stored in the above data subset, then since the game behavior identifiers and the time of participation of the game players stored in each data subset are consistent, there is synchronous behavior between at least two game players. Therefore, based on at least one data subset in the behavior data set corresponding to each game behavior identifier, it is possible to identify at least two game players with synchronous behavior corresponding to each data subset.

[0067] For example, if at time N, the game actions performed simultaneously by players A and B correspond to game action identifier 1, and the game actions performed simultaneously by players B and C correspond to game action identifier 2, then mpProt2Tmp is as follows: (

[0069] Game Behavior Identifier 1: ((Timestamp: N), (Player: A, B))

[0070] Game Behavior Identifier 2: ((Timestamp: N), (Player: B, C)) )

[0072] In mpProt2Tmp, game behavior identifiers are used as keys, and each key corresponds to a nested map structure. Each map structure contains at least one player who performed the corresponding game behavior at the same time. For example, the structure corresponding to game behavior identifier 1 contains players A and B at time N, and the structure corresponding to game behavior identifier 2 contains players B and C at time N. In this example, mpProt2Tmp is used to store the execution status of the same game behavior by players at the same time.

[0073] Accordingly, after determining the set of behavioral data, the terminal can determine at least one set of game synchronization information for each of the aforementioned game players in the target game based on the set of behavioral data corresponding to each game behavior association protocol; or, the terminal can determine at least one set of game synchronization information for each of the aforementioned game players in the target game based on the set of behavioral data corresponding to each game behavior identifier.

[0074] In some embodiments, since the game behavior association protocols stored in each data subset of the behavior data set are consistent among game players, and the timing of behavior participation is also consistent, the above-mentioned determination of at least one set of game synchronization information for each game player in the target game based on the behavior data sets corresponding to each game behavior association protocol may include: identifying other game players in the same data subset as the game player as suspected synchronized players of the game player based on the behavior data sets corresponding to each game behavior association protocol; determining the number of times the game player and the suspected synchronized players are in the same data subset, i.e., the number of times they are in the same data subset, and determining the number of times they are in the same data subset as the target number; finally, determining the game synchronization information of the game player based on the suspected synchronized players of the game player and the target number between the game player and the suspected synchronized players.

[0075] In some embodiments, since the game behavior identifiers and participation times of the players stored in each data subset of the behavior data set are consistent, the above-mentioned determination of at least one set of game synchronization information for each player in the target game based on the behavior data set corresponding to each game behavior identifier may include: identifying other players in the same data subset as the player as suspected synchronized players based on the behavior data set corresponding to each game behavior identifier; determining the number of times the player and the suspected synchronized players are in the same data subset, i.e., the number of times they are in the same data subset, and defining the number of times they are in the same data subset as the target number; and finally, determining the game synchronization information of the player based on the suspected synchronized players and the target number between the player and the suspected synchronized players.

[0076] In some embodiments, the terminal may preset a suspected anomaly protocol, which is a protocol corresponding to game behaviors frequently performed using the synchronizer, so as to process and judge only the relevant information of game players under the suspected anomaly protocol, thereby saving server computing power and reducing corresponding consumption.

[0077] Specifically, before storing the multiple game players in the behavior data set corresponding to each game behavior association protocol based on the game behavior association protocols of the multiple game players and the behavior participation time corresponding to each game behavior association protocol, it may further include: based on the game behavior association information of the multiple game players in the above-mentioned historical time period, removing game behavior association protocols that do not conform to the preset suspected abnormal protocols from the game behavior association information.

[0078] For example, a structure for storing the aforementioned suspected abnormal protocols can be preset so that suspected abnormal protocols can be obtained from the preset structure and compared with the game behavior association protocols appearing in the game behavior association information, thereby removing game behavior association protocols in the game behavior association information that do not conform to the suspected abnormal protocols.

[0079] For example, the structure for storing the aforementioned suspected abnormal protocol is shown below:

[0080]

[0081] The information stored in PROT2INT() is used to indicate suspected abnormal protocols.

[0082] In some embodiments, when the game behavior association information of the above-mentioned multiple game players is integrated into a set of behavior data corresponding to each game behavior and stored in mpProt2Tmp, the terminal can remove or filter the map structure corresponding to the game behavior association protocol that does not conform to the suspected abnormal protocol in mpProt2Tmp.

[0083] Alternatively, before generating the behavior data set corresponding to each game behavior, the terminal can first remove or filter game behavior association protocols that do not conform to the suspected abnormal protocol from the game behavior association information, so as to directly generate the behavior data set corresponding to the game behavior association protocol that conforms to the suspected abnormal protocol in mpProt2Tmp.

[0084] Alternatively, during the process of generating the behavior data set corresponding to each game behavior, the terminal may introduce a comparison step while traversing the game behavior association protocols in the game behavior association information. That is, after traversing a game behavior association protocol, the currently traversed game behavior association protocol is compared with the above-mentioned suspected abnormal protocols. If the currently traversed game behavior association protocol does not conform to the suspected abnormal protocol, the currently traversed game behavior association protocol is skipped, and the next game behavior association protocol in the game behavior association information is traversed, until all game behavior association protocols in the game behavior association information are traversed, so as to generate the behavior data set corresponding to the game behavior association protocol that conforms to the suspected abnormal protocol in mpProt2Tmp.

[0085] In some embodiments, the terminal may preset a suspected anomaly flag, which is a flag corresponding to game behaviors frequently performed using the synchronizer, so that only the relevant information of game players under the suspected anomaly flag is processed and judged, thereby saving server computing power and reducing corresponding consumption.

[0086] Specifically, before storing the multiple game players in the behavior data set corresponding to each game behavior identifier based on the game behavior identifiers of the multiple game players and the behavior participation time corresponding to each game behavior identifier, it may further include: removing game behavior identifiers that do not conform to the preset suspected abnormal identifiers from the game behavior association information of the multiple game players within the aforementioned historical time period.

[0087] In some embodiments, after determining at least one set of game synchronization information for each of the aforementioned players in the target game, the information previously collected to obtain at least one set of game synchronization information for each of the aforementioned players can be cleared, such as the information in the behavior data set corresponding to the aforementioned game behavior association protocols, so that when new game synchronization information is determined based on a new time period, the terminal can continue to update the cleared behavior data set with the relevant information that is subsequently reacquired.

[0088] 203. Based on the target number of times in the game synchronization information of different game players, filter out the target game synchronization information that is abnormal.

[0089] Understandably, while synchronization may occur between players in certain situations, it could be sporadic. Therefore, to more accurately confirm whether this synchronization is abnormal—that is, cheating that could lead to unfair competition—the terminal in this embodiment filters out abnormal target game synchronization information based on the number of target interactions between different game players and suspected synchronized players. For example, if a game player and a suspected synchronized player have a high number of target interactions, it indicates that they may have used a synchronizer, resulting in a high degree of correlation between them.

[0090] In some embodiments, since the abnormal behavior of the synchronizer involves controlling multiple players simultaneously, in order to improve computational efficiency, the terminal can select only the player with the highest suspicion from among all the players, so as to determine the target game synchronization information with anomalies based on the player with the highest suspicion.

[0091] Specifically, the above-mentioned method of filtering out abnormal target game synchronization information based on the target number of game synchronization information from different game players may include: determining the target game player to which the game synchronization information with the largest target number, which is greater than a preset number threshold, belongs based on the target number of game synchronization information from different game players; determining the information filtering value corresponding to the maximum target number of the target game player; and filtering out game synchronization information with a target number greater than or equal to the information filtering value from at least one set of game synchronization information from the target game player as the target game synchronization information, so as to filter out the most suspicious game player and the occasional synchronization among other suspected synchronization players through the information filtering value, thereby avoiding misjudgment.

[0092] Specifically, the terminal can identify the target player, i.e., the player with the highest suspicion, by determining the maximum number of times the target number of times is reached and comparing it with a preset threshold number of times. The threshold number of times can be set according to requirements and is not limited here.

[0093] The terminal definition above determines the code for the maximum target number of times, as shown below:

[0094] DECLARE_RUN_VAR(iMaxSuspect,0)

[0095] The iMaxSuspect mentioned above is used to indicate the maximum number of target attempts.

[0096] The terminal definition above identifies the code that identifies the target game player, as shown below:

[0097] DECLARE_RUN_VAR(iFirstSuspect,0)

[0098] The iFirstSuspect mentioned above is used to indicate the target game player.

[0099] For example, if game player A and game player B simultaneously send game behavior association protocol 1, and game player B and game player C simultaneously send game behavior association protocol 2, game behavior association protocol 3, game behavior association protocol 4, game behavior association protocol 5 and game behavior association protocol 6, then the game synchronization information corresponding to each player is (A:(B:1)); (B:(A:1,C:5)); (C:(B:5)), and the preset number of times threshold is set to 4.

[0100] Based on the above settings, the terminal can determine that the target game player with the largest number of times and greater than the preset number threshold is game player B or game player C. The terminal can adopt the principle of first traversing and first determining. If the terminal traverses to game player B first, then the target game player is game player B. If the terminal traverses to game player C first, then the target game player is game player C.

[0101] The aforementioned first-to-first-determine principle may include: the terminal obtains the current target count from the game synchronization information of the game player to be compared. If the current target count is greater than a preset count threshold and the current target count is greater than the maximum target count already recorded, then the current target count is updated to the maximum target count. If the current target count is less than or equal to the preset count threshold, then no modification is made to the maximum target count already recorded.

[0102] Specifically, the information filtering value corresponding to the maximum number of times the target player can be determined by the terminal in advance, where one axis of the mapping curve is the target number of times and the other axis is the information filtering value.

[0103] Specifically, determining the information filtering value corresponding to the maximum number of times the target player can be achieved by: the terminal pre-constructing a filtering coefficient, and then calculating the product of the maximum number of times the target player can achieve the target and the filtering coefficient to obtain the information filtering value corresponding to the maximum number of times the target player can achieve the target. The filtering coefficient can be set according to requirements and is not limited here; for example, it could be 0.5 or 0.75.

[0104] For example, based on the above example, in order to filter out players B who are not target game players, it is necessary to filter at least one set of game synchronization information of player B, that is, to filter (B:(A:1, C:5)). If the filtering coefficient of the above-determined information filtering value is set to 0.5, then since 1 < 5 * 0.5, the above-mentioned target game synchronization information is (B:(C:5)).

[0105] In some embodiments, the terminal may also determine the abnormal target game synchronization information based on a comparison threshold, that is, based on the target number in the game synchronization information of different game players, determine the game synchronization information with a target number greater than the comparison threshold, and determine the game synchronization information with a target number greater than the comparison threshold as the target game synchronization information.

[0106] The comparison threshold can be a preset value. The terminal can also determine the maximum target number based on the target number in the game synchronization information of different game players. If the maximum target number is greater than the preset threshold, then the information filtering value corresponding to the maximum target number is determined as the comparison threshold.

[0107] In some embodiments, since the game synchronization information corresponding to the two game players who have synchronized is duplicated, when the terminal determines that there is abnormal target game synchronization information based on the comparison threshold, the terminal also needs to determine whether at least two game players corresponding to the target game synchronization information have been recorded. If they have not been recorded, the terminal determines to record the target game synchronization information; if they have been recorded, the terminal does not record the target game synchronization information.

[0108] 204. Based on the above target game synchronization information, identify suspected abnormal players in the above target game.

[0109] In this embodiment, after filtering out the target game synchronization information, the terminal can identify suspected abnormal players associated with the target game synchronization information based on the target game synchronization information. The suspected abnormal players are game players in the target game who are suspected of cheating. The cheating behavior may be game players who use a synchronizer to manipulate the game.

[0110] In some embodiments, after identifying the suspected abnormal player, the terminal can report the suspected abnormal player. The terminal can also clear the container used to store game synchronization information so that new game synchronization information can be generated in subsequent processing.

[0111] In some embodiments, the above-mentioned determination of suspected abnormal players in the target game based on the target game synchronization information may include: determining the game player to which the target game synchronization information belongs, and the suspected synchronization players included in the target game synchronization information as suspected abnormal players in the target game.

[0112] In some embodiments, to more accurately identify abnormal players exhibiting unusual behavior in the target game, after identifying suspected abnormal players, the terminal can introduce IP address judgment. That is, the above-mentioned determination of suspected abnormal players in the target game based on the target game synchronization information may include: obtaining the first IP address of the game player to which the target game synchronization information belongs, and the second IP address of the suspected synchronized player included in the target game synchronization information; comparing the first IP address and the second IP address; if the first IP address and the second IP address are the same, then the game player to which the target game synchronization information belongs, and the suspected synchronized player included in the target game synchronization information are identified as suspected abnormal players in the target game; if the first IP address and the second IP address are not the same, then it is considered that there are no suspected abnormal players in the target game.

[0113] It is understandable that in the example above of filtering the game synchronization information of the target game player, the above information filtering value is only used to filter the target game player's game synchronization information when the target game player has at least two sets of game synchronization information. Therefore, if the target game player only has one set of game synchronization information, the information filtering value cannot be used to filter and confirm the target game player's game synchronization information. Therefore, the terminal can use the IP address judgment method introduced in this embodiment to more accurately determine whether there are suspected abnormal players.

[0114] As can be seen from the above, obtaining the game behavior correlation information of multiple players participating in the target game within a historical period is crucial for determining whether a player exhibits abnormal behavior based on the information gathered during gameplay. Specifically, based on the aforementioned game behavior correlation information of multiple players within the historical period, at least one set of game synchronization information is determined for each player in the target game. Each set of game synchronization information includes at least one suspected synchronizing player for that player, and the target number of times the game behavior correlation information of the player and the suspected synchronizing player is consistent at the same time. This allows the determination of the number of synchronizations between players, i.e., the target number. Then, based on the target number in the game synchronization information of different players, abnormal target game synchronization information is filtered out. This identifies which game synchronization information corresponds to abnormal numbers between players, enabling the identification of suspected abnormal players in the target game, i.e., identifying abnormal players who may be cheating. By processing and filtering the game synchronization information between players, and identifying the corresponding suspected abnormal players based on this information, the efficiency of identifying abnormal players who may be cheating in the game can be improved.

[0115] To better implement the above methods, this application also provides a game abnormal player identification device, which can be integrated into an electronic device, such as a computer device, which can be a terminal, server or other device.

[0116] The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, personal computer, etc.; the server can be a single server or a server cluster composed of multiple servers.

[0117] For example, in this embodiment, the method of this application embodiment will be described in detail by taking the integration of a game abnormal player identification device into a terminal as an example. This embodiment provides a game abnormal player identification device, such as... Figure 3 As shown, the game's abnormal player identification device may include:

[0118] Information acquisition module 301 is used to acquire information related to the game behavior of multiple game players participating in the target game within a historical period;

[0119] The information determination module 302 is used to determine at least one set of game synchronization information for each of the aforementioned game players in the target game based on the game behavior association information of multiple game players within the aforementioned historical time period. Each set of game synchronization information includes at least one suspected synchronized player of the aforementioned game player, and the target number of times that the game behavior association information of the aforementioned game player and the suspected synchronized player are consistent at the same time.

[0120] Information filtering module 303 is used to filter out abnormal target game synchronization information based on the target number of the above game synchronization information of different game players;

[0121] The player identification module 304 is used to identify suspected abnormal players in the target game based on the aforementioned target game synchronization information.

[0122] In some embodiments, the game behavior association information includes at least one game behavior association protocol and the behavior participation time corresponding to each of the at least one game behavior association protocol. The information determination module 302 is specifically used for:

[0123] Based on the game behavior association protocols of multiple game players and the behavior participation time corresponding to each game behavior association protocol, the multiple game players are stored in the behavior data set corresponding to each game behavior association protocol. The behavior data set includes a data subset corresponding to the behavior participation time. The data subset includes the behavior participation time and the game players who participated in the target game at the behavior participation time.

[0124] Based on the behavioral data set corresponding to each game behavior association protocol, at least one set of game synchronization information for each of the aforementioned game players in the target game is determined.

[0125] In some embodiments, the information determination module 302 is specifically used for:

[0126] Based on the behavioral data set corresponding to each game behavior association protocol, other game players who are in the same data subset as the aforementioned game players are identified as suspected synchronized players of the aforementioned game players;

[0127] The number of times the aforementioned game players and the aforementioned suspected synchronized players are in the same subset of data is determined, and the number of times the aforementioned players are in the same subset is determined as the aforementioned target number;

[0128] Based on the suspected synchronized players of the aforementioned game players, and the target number of times between the aforementioned game players and the aforementioned suspected synchronized players, the aforementioned game synchronization information of the aforementioned game players is determined.

[0129] In some embodiments, the above-mentioned abnormal player identification device further includes a rejection module, which is specifically used for:

[0130] Based on the game behavior association information of multiple players in the aforementioned historical period, game behavior association protocols that do not conform to the preset abnormal protocols are removed.

[0131] In some embodiments, the information filtering module 303 is specifically used for:

[0132] Based on the target number in the game synchronization information of different game players, the target game player to which the game synchronization information with the largest target number and greater than the preset number threshold belongs is determined.

[0133] Determine the information filtering value corresponding to the maximum number of times the target game player can be reached;

[0134] From at least one set of game synchronization information of the target game player, select game synchronization information whose target frequency is greater than or equal to the above information filtering value as the target game synchronization information.

[0135] In some embodiments, the player determination module 304 is specifically used for:

[0136] The game players to whom the aforementioned target game synchronization information belongs, as well as the suspected synchronization players included in the aforementioned target game synchronization information, are identified as suspected abnormal players in the aforementioned target game.

[0137] In some embodiments, the player determination module 304 is specifically used for:

[0138] Obtain the first IP address of the game player to which the above target game synchronization information belongs, and the second IP address of the suspected syncing player contained in the above target game synchronization information;

[0139] If the first IP address and the second IP address are the same, then the game player to which the target game synchronization information belongs, as well as the suspected synchronized player included in the target game synchronization information, will be identified as a suspected abnormal player in the target game.

[0140] As can be seen from the above, the game abnormal player identification device in this embodiment obtains game behavior association information of multiple game players participating in the target game within a historical period through the information acquisition module 301, so as to determine whether the player is abnormal by using the information of the game player when participating in the game. That is, the information determination module 302 determines at least one set of game synchronization information for each of the game players in the target game based on the game behavior association information of multiple game players within the historical period. Each set of game synchronization information includes at least one suspected synchronized player of the game player, and the target number of times the game behavior association information of the game player and the suspected synchronized player is consistent at the same time. Thus, the game synchronization information can be used to obtain the game player and the game player's game behavior association information. The number of synchronizations between players, i.e., the target number mentioned above, is then filtered by the information filtering module 303 based on the target number in the game synchronization information of different players to identify abnormal target game synchronization information. This determines which game synchronization information corresponds to abnormal numbers between players, so that the player identification module 304 can identify suspected abnormal players in the target game based on the target game synchronization information, i.e., find abnormal players who may be cheating in the game. By processing and filtering the game synchronization information between players and other players in the game, the corresponding suspected abnormal players can be identified based on the game synchronization information, which can improve the efficiency of finding abnormal players who may be cheating in the game.

[0141] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Figure 4 As shown, Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 400 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 and the memory 402 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0142] The processor 401 is the control center of the electronic device 400. It connects various parts of the electronic device 400 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, it performs various functions of the electronic device 400 and processes data, thereby monitoring the electronic device 400 as a whole.

[0143] In this embodiment, the processor 401 in the electronic device 400 loads the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 runs the applications stored in the memory 402 to realize various functions:

[0144] Obtain correlation information on the game behavior of multiple players in the target game within a historical period;

[0145] Based on the game behavior association information of multiple players in the above-mentioned historical period, at least one set of game synchronization information for each player in the above-mentioned target game is determined. Each set of game synchronization information includes at least one suspected synchronized player of the above-mentioned player, and the target number of times that the game behavior association information of the above-mentioned player and the suspected synchronized player are consistent at the same time.

[0146] Based on the target number of the above game synchronization information of different players, filter out the target game synchronization information that is abnormal;

[0147] Based on the aforementioned target game synchronization information, suspected abnormal players in the aforementioned target game were identified.

[0148] In some embodiments, the game behavior association information includes at least one game behavior association protocol and the behavior participation time corresponding to each of the at least one game behavior association protocol. The determination of at least one set of game synchronization information for each of the target game players based on the game behavior association information of multiple game players within the aforementioned historical time period includes:

[0149] Based on the game behavior association protocols of multiple game players and the behavior participation time corresponding to each game behavior association protocol, the multiple game players are stored in the behavior data set corresponding to each game behavior association protocol. The behavior data set includes a data subset corresponding to the behavior participation time. The data subset includes the behavior participation time and the game players who participated in the target game at the behavior participation time.

[0150] Based on the behavioral data set corresponding to each game behavior association protocol, at least one set of game synchronization information for each of the aforementioned game players in the target game is determined.

[0151] In some embodiments, determining at least one set of game synchronization information for each player in the target game based on the behavior data set corresponding to each game behavior association protocol includes:

[0152] Based on the behavioral data set corresponding to each game behavior association protocol, other game players who are in the same data subset as the aforementioned game players are identified as suspected synchronized players of the aforementioned game players;

[0153] The number of times the aforementioned game players and the aforementioned suspected synchronized players are in the same subset of data is determined, and the number of times the aforementioned players are in the same subset is determined as the aforementioned target number;

[0154] Based on the suspected synchronized players of the aforementioned game players, and the target number of times between the aforementioned game players and the aforementioned suspected synchronized players, the aforementioned game synchronization information of the aforementioned game players is determined.

[0155] In some embodiments, before storing the multiple game players in the behavior data set corresponding to each game behavior association protocol based on the game behavior association protocols of the multiple game players and the behavior participation time corresponding to each game behavior association protocol, the method further includes:

[0156] Based on the game behavior association information of multiple players in the aforementioned historical period, game behavior association protocols that do not conform to the preset abnormal protocols are removed.

[0157] In some embodiments, the above-mentioned filtering of abnormal target game synchronization information based on the target number of times in the game synchronization information of different game players includes:

[0158] Based on the target number in the game synchronization information of different game players, the target game player to which the game synchronization information with the largest target number and greater than the preset number threshold belongs is determined.

[0159] Determine the information filtering value corresponding to the maximum number of times the target game player can be reached;

[0160] From at least one set of game synchronization information of the target game player, select game synchronization information whose target frequency is greater than or equal to the above information filtering value as the target game synchronization information.

[0161] In some embodiments, identifying suspected abnormal players in the target game based on the target game synchronization information includes:

[0162] The game players to whom the aforementioned target game synchronization information belongs, as well as the suspected synchronization players included in the aforementioned target game synchronization information, are identified as suspected abnormal players in the aforementioned target game.

[0163] In some embodiments, identifying suspected abnormal players in the target game based on the target game synchronization information includes:

[0164] Obtain the first IP address of the game player to which the above target game synchronization information belongs, and the second IP address of the suspected syncing player contained in the above target game synchronization information;

[0165] If the first IP address and the second IP address are the same, then the game player to which the target game synchronization information belongs, as well as the suspected synchronized player included in the target game synchronization information, will be identified as a suspected abnormal player in the target game.

[0166] Therefore, the electronic device 400 provided in this embodiment can bring the following technical effects: improve the efficiency of finding abnormal players who may be cheating in the game.

[0167] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0168] Optional, such as Figure 4 As shown, the electronic device 400 also includes: a touch display screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch display screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 4 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0169] The touch display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 401. It can also receive and execute commands from the processor 401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to achieve input functions.

[0170] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0171] Audio circuit 405 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuit 404 to, for example, another electronic device, or output to memory 402 for further processing. Audio circuit 405 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0172] The input unit 406 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0173] Power supply 407 is used to supply power to various components of electronic device 400. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0174] although Figure 4 As not shown in the diagram, the electronic device 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0175] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0176] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0177] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the game abnormal player identification methods provided in this application. For example, the computer program can perform the following steps:

[0178] Obtain correlation information on the game behavior of multiple players in the target game within a historical period;

[0179] Based on the game behavior association information of multiple players in the above-mentioned historical period, at least one set of game synchronization information for each player in the above-mentioned target game is determined. Each set of game synchronization information includes at least one suspected synchronized player of the above-mentioned player, and the target number of times that the game behavior association information of the above-mentioned player and the suspected synchronized player are consistent at the same time.

[0180] Based on the target number of the above game synchronization information of different players, filter out the target game synchronization information that is abnormal;

[0181] Based on the aforementioned target game synchronization information, suspected abnormal players in the aforementioned target game were identified.

[0182] In some embodiments, the game behavior association information includes at least one game behavior association protocol and the behavior participation time corresponding to each of the at least one game behavior association protocol. The determination of at least one set of game synchronization information for each of the target game players based on the game behavior association information of multiple game players within the aforementioned historical time period includes:

[0183] Based on the game behavior association protocols of multiple game players and the behavior participation time corresponding to each game behavior association protocol, the multiple game players are stored in the behavior data set corresponding to each game behavior association protocol. The behavior data set includes a data subset corresponding to the behavior participation time. The data subset includes the behavior participation time and the game players who participated in the target game at the behavior participation time.

[0184] Based on the behavioral data set corresponding to each game behavior association protocol, at least one set of game synchronization information for each of the aforementioned game players in the target game is determined.

[0185] In some embodiments, determining at least one set of game synchronization information for each player in the target game based on the behavior data set corresponding to each game behavior association protocol includes:

[0186] Based on the behavioral data set corresponding to each game behavior association protocol, other game players who are in the same data subset as the aforementioned game players are identified as suspected synchronized players of the aforementioned game players;

[0187] The number of times the aforementioned game players and the aforementioned suspected synchronized players are in the same subset of data is determined, and the number of times the aforementioned players are in the same subset is determined as the aforementioned target number;

[0188] Based on the suspected synchronized players of the aforementioned game players, and the target number of times between the aforementioned game players and the aforementioned suspected synchronized players, the aforementioned game synchronization information of the aforementioned game players is determined.

[0189] In some embodiments, before storing the multiple game players in the behavior data set corresponding to each game behavior association protocol based on the game behavior association protocols of the multiple game players and the behavior participation time corresponding to each game behavior association protocol, the method further includes:

[0190] Based on the game behavior association information of multiple players in the aforementioned historical period, game behavior association protocols that do not conform to the preset abnormal protocols are removed.

[0191] In some embodiments, the above-mentioned filtering of abnormal target game synchronization information based on the target number of times in the game synchronization information of different game players includes:

[0192] Based on the target number in the game synchronization information of different game players, the target game player to which the game synchronization information with the largest target number and greater than the preset number threshold belongs is determined.

[0193] Determine the information filtering value corresponding to the maximum number of times the target game player can be reached;

[0194] From at least one set of game synchronization information of the target game player, select game synchronization information whose target frequency is greater than or equal to the above information filtering value as the target game synchronization information.

[0195] In some embodiments, identifying suspected abnormal players in the target game based on the target game synchronization information includes:

[0196] The game players to whom the aforementioned target game synchronization information belongs, as well as the suspected synchronization players included in the aforementioned target game synchronization information, are identified as suspected abnormal players in the aforementioned target game.

[0197] In some embodiments, identifying suspected abnormal players in the target game based on the target game synchronization information includes:

[0198] Obtain the first IP address of the game player to which the above target game synchronization information belongs, and the second IP address of the suspected syncing player contained in the above target game synchronization information;

[0199] If the first IP address and the second IP address are the same, then the game player to which the target game synchronization information belongs, as well as the suspected synchronized player included in the target game synchronization information, will be identified as a suspected abnormal player in the target game.

[0200] As can be seen, the computer program can be loaded by the processor to execute any of the abnormal player identification methods provided in the embodiments of this application, thereby bringing the following technical effects: improving the efficiency of finding abnormal players who may be cheating in the game.

[0201] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0202] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0203] Since the computer program stored in the computer-readable storage medium can execute any of the game abnormal player identification methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game abnormal player identification methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.

[0204] The above provides a detailed description of a method, apparatus, electronic device, and computer-readable storage medium for identifying abnormal game players according to embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, those skilled in the art will recognize that there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for identifying abnormal players in a game, characterized in that, The method includes: Obtain correlation information on the game behavior of multiple players in the target game within a historical period; Based on the game behavior association information of multiple game players within the historical time period, at least one set of game synchronization information is determined for each game player in the target game. Each set of game synchronization information includes at least one suspected synchronized player of the game player, and the target number of times the game behavior association information of the game player and the suspected synchronized player is consistent at the same time. The game behavior association information includes at least one game behavior association protocol, and the behavior participation time corresponding to each of the at least one game behavior association protocol. The game behavior association protocol is the protocol sent by the game player to the server when performing a game behavior in the target game. Based on the target number of times in the game synchronization information of different game players, filter out the target game synchronization information that is abnormal; Based on the target game synchronization information, suspected abnormal players in the target game were identified; The determination of at least one set of game synchronization information for each player in the target game based on the game behavior association information of multiple players within the historical time period includes: Based on the game behavior association protocols of multiple game players and the behavior participation time corresponding to each game behavior association protocol, the multiple game players are stored in the behavior data set corresponding to each game behavior association protocol. The behavior data set includes a data subset corresponding to the behavior participation time. The data subset includes the behavior participation time and the game players who participated in the target game at the behavior participation time. Based on the behavioral data set corresponding to each game behavior association protocol, other game players who are in the same data subset as the game player are identified as suspected synchronized players of the game player; The number of times the game player and the suspected synchronized player are in the same subset of data is determined, and the number of times the same set is in the same subset is determined as the target number; The game synchronization information of the game player is determined based on the suspected synchronized players of the game player and the target number of times between the game player and the suspected synchronized players.

2. The method for identifying abnormal players in games as described in claim 1, characterized in that, Before storing the multiple game players in the behavior data set corresponding to each game behavior association protocol based on the game behavior association protocols of the multiple game players, and the behavior participation time corresponding to each game behavior association protocol, the method further includes: Based on the game behavior association information of multiple game players within the historical period, game behavior association protocols that do not conform to the preset suspected abnormal protocols are removed.

3. The method for identifying abnormal players in games as described in claim 1, characterized in that, The process of filtering out abnormal target game synchronization information based on the target number of times in the game synchronization information of different game players includes: Based on the target number in the game synchronization information of different game players, the target game player to which the game synchronization information with the largest target number and greater than the preset number threshold belongs is determined; Determine the information filtering value corresponding to the maximum number of times the target player can be reached in the game. From at least one set of game synchronization information of the target game player, select game synchronization information whose target frequency is greater than or equal to the information filtering value as the target game synchronization information.

4. The method for identifying abnormal players in games as described in any one of claims 1 to 3, characterized in that, The step of identifying suspected abnormal players in the target game based on the target game synchronization information includes: The game player to whom the target game synchronization information belongs, and the suspected synchronization players included in the target game synchronization information, are identified as suspected abnormal players in the target game.

5. The method for identifying abnormal players in games as described in any one of claims 1 to 3, characterized in that, The step of identifying suspected abnormal players in the target game based on the target game synchronization information includes: Obtain the first IP address of the game player to which the target game synchronization information belongs, and the second IP address of the suspected synchronizing player contained in the target game synchronization information; If the first IP address and the second IP address are the same, then the game player to which the target game synchronization information belongs, and the suspected synchronized player included in the target game synchronization information, are identified as suspected abnormal players in the target game.

6. A device for identifying abnormal players in games, characterized in that, The device includes: The information acquisition module is used to acquire information related to the game behavior of multiple players in the target game within a historical period. The information determination module is used to determine at least one set of game synchronization information for each player in the target game based on the game behavior association information of multiple players within the historical time period. Each set of game synchronization information includes at least one suspected synchronized player of the player and the target number of times the game behavior association information of the player and the suspected synchronized player is consistent at the same time. The game behavior association information includes at least one game behavior association protocol and the behavior participation time corresponding to each of the at least one game behavior association protocol. The game behavior association protocol is the protocol sent by the player to the server when performing a game behavior in the target game. The information filtering module is used to filter out target game synchronization information that is abnormal based on the number of target times in the game synchronization information of different game players; The player identification module is used to identify suspected abnormal players in the target game based on the target game's synchronization information; The determination of at least one set of game synchronization information for each player in the target game based on the game behavior association information of multiple players within the historical time period includes: Based on the game behavior association protocols of multiple game players and the behavior participation time corresponding to each game behavior association protocol, the multiple game players are stored in the behavior data set corresponding to each game behavior association protocol. The behavior data set includes a data subset corresponding to the behavior participation time. The data subset includes the behavior participation time and the game players who participated in the target game at the behavior participation time. Based on the behavioral data set corresponding to each game behavior association protocol, other game players who are in the same data subset as the game player are identified as suspected synchronized players of the game player; The number of times the game player and the suspected synchronized player are in the same subset of data is determined, and the number of times the same set is in the same subset is determined as the target number; The game synchronization information of the game player is determined based on the suspected synchronized players of the game player and the target number of times between the game player and the suspected synchronized players.

7. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to execute the game abnormal player identification method as described in any one of claims 1 to 5.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to execute the game abnormal player identification method according to any one of claims 1 to 5.