Game cheat detection methods, devices, servers and storage media

By combining target identification information of game players with a preset list of cheat identifiers and game character data, the problem of high computational pressure and inaccurate detection in existing technologies has been solved, achieving efficient cheat detection across games.

CN116637374BActive Publication Date: 2026-03-10NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-02-15
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

In existing technologies, each game needs to be monitored and statistically analyzed separately, which increases the computational burden and makes cheat detection inconvenient and inaccurate.

Method used

By obtaining target identification information of target players sent by the game server, such as IP address and/or MAC address, and using a preset cheat identification list to determine whether a player is using cheats, and combining game character data and a preset cheat detection model for secondary detection, cheat detection can be achieved across games.

Benefits of technology

It reduces the computational burden of monitoring and statistically analyzing data for each game player, improves the accuracy and efficiency of cheat detection, and enables cross-game cheat detection.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN116637374B_ABST
    Figure CN116637374B_ABST
Patent Text Reader

Abstract

This invention provides a method, apparatus, server, and storage medium for detecting game cheats, relating to the field of data processing technology. The method includes: acquiring target identifier information of a target player sent by a game server, where the target player is a reported player in the game, and the target identifier information is an IP address and / or MAC address; determining whether the target player is using cheats based on a preset cheat identifier list and the target identifier information, obtaining a first cheat detection result, where the preset cheat identifier list includes preset identifier information of players using cheats in at least one game; and feeding back the first cheat detection result to the game server. Acquiring the target identifier information of reported players eliminates the need for monitoring and statistical analysis, reducing computational burden; cross-game cheat detection is achieved based on the preset cheat identifier list, further reducing computational burden; and the use of IP addresses and / or MAC addresses for target identifier information makes cheat detection more accurate.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of data processing, in particular to a game plug-in detection method and device, a server and a storage medium. BACKGROUND

[0002] The game plug-in refers to an illegal program that modifies the game to benefit the player. The main application principle is to modify the normal code or data of the game to change the ability of the character in the game. The game plug-in will seriously damage the fairness of the game, so the detection of the game plug-in has become a research hotspot.

[0003] In the related art, the data of a player in a game is monitored, the monitored data is counted to obtain a statistical value, and if the statistical value is a particularly high value or a particularly low value, the data corresponding to the statistical value is determined as abnormal data, that is, it is determined that the player uses a plug-in. In the related art, the detection of the plug-in of each game is relatively independent, and there is no association between the detection of the plug-in of each game. Moreover, some players will change their names and ID (Identity document) after using a plug-in once, and the same player cannot be accurately identified when using the plug-in again based on the player after changing the name and ID.

[0004] However, in the related art, the data of each game needs to be monitored and counted respectively, the detection of the plug-in of each game is relatively independent, which increases the calculation pressure and is not convenient for plug-in detection, and there is also the problem of inaccurate plug-in detection. SUMMARY

[0005] The present application aims to solve the problem that in the related art, the data of each game needs to be monitored and counted respectively, which increases the calculation pressure and is not convenient for plug-in detection.

[0006] To achieve the above-mentioned purpose, the technical solutions adopted by the embodiments of the present application are as follows:

[0007] In a first aspect, the embodiments of the present application provide a game plug-in detection method applied to a detection server, comprising:

[0008] Obtaining target identification information of a target player sent by a game server, the target player being a player reported in the game, and the target identification information being an IP address and / or a MAC address;

[0009] Based on the preset list of cheat identifiers and the target identifier information, it is determined whether the target player is using cheats, and a first cheat detection result is obtained. The preset list of cheat identifiers includes: preset identifier information of players using cheats in the game, and the number of games is at least one.

[0010] The first cheat detection result is fed back to the game server.

[0011] Optionally, the method further includes:

[0012] If the first cheat detection result indicates that the target player has not used cheats, the game server obtains the target player's game character data collected by the game server through the target player's game client;

[0013] Based on the game character data and the preset cheat detection model, determine whether the target player is using cheats, and obtain a second cheat detection result;

[0014] The second cheat detection result is fed back to the game server.

[0015] Optionally, before determining whether the target player is using cheats based on the game character data and a preset cheat detection model to obtain a second cheat detection result, the method further includes:

[0016] The initial cheat detection model is trained based on sample data of real characters in the game and sample data of cheat characters to obtain the preset cheat detection model. The number of games is at least one.

[0017] Optionally, the method further includes:

[0018] If the second cheat detection result indicates that the target player is using cheats, then the preset cheat identifier list is updated according to the target player's target identifier information.

[0019] Optionally, the step of determining whether the target player is using cheats based on a preset list of cheat identifiers and the target identifier information, to obtain a first cheat detection result, includes:

[0020] The matching results are obtained by matching the preset identifier information of the multiple players with the target identifier information, and the matching results indicate whether the target identifier is in the preset cheat identifier list;

[0021] Based on the matching results, it is determined whether the target player is using cheats, and the first cheat detection result is obtained.

[0022] Optionally, the step of matching based on the preset identifier information of the multiple players and the target identifier information to obtain a matching result includes:

[0023] The matching result is obtained by matching the preset IP addresses of the multiple players and the target IP address of the target player, and / or by matching the preset MAC addresses of the multiple players and the target MAC address of the target player.

[0024] Secondly, embodiments of the present invention also provide a method for detecting game cheats, applied to a game server, comprising:

[0025] The target player's target identifier information is sent to the detection server so that the detection server can determine whether the target player is using cheats based on a preset cheat identifier list and the target identifier information, and obtain a first cheat detection result. The preset cheat identifier list includes: identifier information of players using cheats in the game, and the number of games is at least one; the target player is a player who has been reported in the game, and the target identifier information is an IP address and / or MAC address.

[0026] Receive the first cheat detection result fed back by the detection server.

[0027] Optionally, sending the target player's target identifier information to the detection server includes:

[0028] If the number of times the target player is reported is greater than or equal to the preset number, then the target player's target identifier information is sent to the detection server.

[0029] Optionally, the method further includes:

[0030] If the first cheat detection result indicates that the target player is not using cheats, collect the target player's game character data through the target player's game client;

[0031] The game character data of the target player is sent to the detection server so that the detection server can determine whether the target player is using cheats based on the game character data and a preset cheat detection model, and obtain a second cheat detection result;

[0032] Receive the second cheat detection result sent back by the detection server.

[0033] Optionally, sending the target player's game character data to the detection server includes:

[0034] Based on the preset Eugen space, the game character data of the target player is normalized to obtain the processed game character data.

[0035] The processed game character data and the target identification information are sent to the detection server.

[0036] Thirdly, embodiments of the present invention also provide a game cheat detection device, applied to a detection server, comprising:

[0037] The acquisition module is used to acquire the target identification information of the target player sent by the game server. The target player is the player who has been reported in the game, and the target identification information is the IP address and / or MAC address.

[0038] The judgment module is used to determine whether the target player is using cheats based on the preset cheat identifier list and the target identifier information, and to obtain a first cheat detection result. The preset cheat identifier list includes: preset identifier information of players using cheats in the game, and the number of games is at least one.

[0039] The feedback module is used to send the first cheat detection result back to the game server.

[0040] Optionally, the device further includes:

[0041] The first acquisition module is used to acquire the game character data of the target player collected by the game server through the target player's game client if the first cheat detection result indicates that the target player has not used cheats;

[0042] The judgment module is used to determine whether the target player is using cheats based on the game character data and the preset cheat detection model, and to obtain a second cheat detection result;

[0043] The first feedback module is used to send the second cheat detection result back to the game server.

[0044] Optionally, the device further includes:

[0045] The second acquisition module is used to train the initial cheat detection model based on sample data of real characters in the game and sample data of cheat characters to obtain the preset cheat detection model, wherein the number of games is at least one.

[0046] Optionally, the device further includes:

[0047] The update module is used to update the preset cheat identifier list based on the target player's target identifier information if the second cheat detection result indicates that the target player is using cheats.

[0048] Optionally, the judgment module is further configured to match the preset identifier information of the multiple players and the target identifier information to obtain a matching result, wherein the matching result indicates whether the target identifier is in the preset cheat identifier list; and based on the matching result, determine whether the target player is using cheats to obtain the first cheat detection result.

[0049] Optionally, the judgment module is further configured to match based on the preset IP addresses of the multiple players and the target IP address of the target player, and / or to match based on the preset MAC addresses of the multiple players and the target MAC address of the target player, to obtain the matching result.

[0050] Fourthly, embodiments of the present invention also provide a game cheat detection device, applied to a game server, comprising:

[0051] The sending module is used to send the target player's target identification information to the detection server, so that the detection server can determine whether the target player is using cheats based on the preset cheat identification list and the target identification information, and obtain a first cheat detection result. The preset cheat identification list includes: identification information of players using cheats in the game, and the number of games is at least one; the target player is a player who has been reported in the game, and the target identification information is an IP address and / or MAC address.

[0052] The receiving module is used to receive the first external plug-in detection result fed back by the detection server.

[0053] Optionally, the sending module is further configured to send the target player's target identifier information to the detection server if the number of times the target player has been reported is greater than or equal to a preset number.

[0054] Optionally, the device further includes:

[0055] The collection module is also used to collect the target player's game character data through the target player's game client if the first cheat detection result indicates that the target player has not used cheats;

[0056] The first sending module is used to send the target player's game character data to the detection server, so that the detection server can determine whether the target player is using cheats based on the game character data and a preset cheat detection model, and obtain a second cheat detection result.

[0057] The first receiving module is used to receive the second plug-in detection result sent back by the detection server.

[0058] Optionally, the first sending module is further configured to normalize the game character data of the target player according to a preset Euclidean space to obtain processed game character data; and send the processed game character data and the target identification information to the detection server.

[0059] Fifthly, embodiments of the present invention also provide a detection server, comprising: a memory and a processor, wherein the memory stores a computer program executable by the processor, and the processor executes the computer program to implement the game cheat detection method described in any of the first aspects above.

[0060] In a sixth aspect, embodiments of the present invention also provide a game server, including: a memory and a processor, wherein the memory stores a computer program executable by the processor, and the processor executes the computer program to implement the game cheat detection method described in any of the second aspects above.

[0061] In a seventh aspect, embodiments of the present invention also provide a storage medium storing a computer program, wherein when the computer program is read and executed, it implements the game cheat detection method described in any one of the first and second aspects.

[0062] The beneficial effects of this invention are as follows: This application provides a method for detecting game cheats, comprising: obtaining target identifier information of a target player sent by a game server, wherein the target player is a player reported in the game, and the target identifier information is an IP address and / or MAC address; determining whether the target player is using cheats based on a preset cheat identifier list and the target identifier information, and obtaining a first cheat detection result, wherein the preset cheat identifier list includes preset identifier information of players using cheats in the game, and the number of games is at least one; and feeding back the first cheat detection result to the game server. The detection server obtains the target identifier information of the reported player in the game, eliminating the need to monitor and statistically analyze the game data of each player, thus reducing computational pressure; moreover, based on the target identifier information and the preset cheat identifier list, it can determine whether the target player is using cheats. The preset cheat identifier list includes preset identifier information of players using cheats in the game, and the number of games is at least one. This preset cheat identifier list is applicable in at least one game, achieving cross-game cheat detection, reducing the computational pressure of cheat detection, and making cheat detection in games more convenient and efficient.

[0063] Furthermore, the target player's identification information is their IP address and / or MAC address, which cannot be changed. Based on the target player's identification information, cheat detection can accurately identify the cheat used by the same target player in any game at least once, thus improving the accuracy of cheat detection. Attached Figure Description

[0064] To more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention and should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0065] Figure 1 This is a schematic diagram of the structure of a game cheat detection system provided in an embodiment of the present invention;

[0066] Figure 2 A flowchart illustrating a game cheat detection method provided in an embodiment of the present invention;

[0067] Figure 3 A flowchart illustrating a game cheat detection method provided in an embodiment of the present invention;

[0068] Figure 4 A flowchart illustrating a game cheat detection method provided in an embodiment of the present invention;

[0069] Figure 5 A flowchart illustrating a game cheat detection method provided in an embodiment of the present invention;

[0070] Figure 6 A flowchart illustrating a game cheat detection method provided in an embodiment of the present invention;

[0071] Figure 7 A flowchart illustrating a game cheat detection method provided in an embodiment of the present invention;

[0072] Figure 8 A schematic diagram of the interaction process of a game cheat detection method provided in an embodiment of the present invention;

[0073] Figure 9 This is a schematic diagram of the structure of a game cheat detection device provided in an embodiment of the present invention;

[0074] Figure 10 This is a schematic diagram of the structure of a game cheat detection device provided in an embodiment of the present invention;

[0075] Figure 11 This is a schematic diagram of the structure of a detection server provided in an embodiment of the present invention;

[0076] Figure 12 This is a schematic diagram of the structure of a game server provided in an embodiment of the present invention. Detailed Implementation

[0077] 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 some embodiments of the present invention, but not all embodiments.

[0078] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0079] In the description of this application, it should be noted that if the terms "upper", "lower", etc. appear to indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, or the orientation or positional relationship that the product of this application is usually placed in, it is only for the convenience of describing this application and simplifying the description, and does not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this application.

[0080] Furthermore, the terms "first," "second," etc., used in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Additionally, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises 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 such processes, methods, products, or apparatus.

[0081] It should be noted that, where there is no conflict, the features in the embodiments of this application can be combined with each other.

[0082] Cheating in games severely undermines fairness, making cheat detection a hot research topic. One related technology involves monitoring player data within a game, statistically analyzing the data, and identifying unusually high or low values ​​as anomalies, thus confirming the player's use of cheats. However, this technology requires monitoring and data collection separately for each game, increasing computational burden and hindering cheat detection.

[0083] The game cheat detection method provided in this application embodiment obtains the target identification information of the reported player in the game through the detection server. It eliminates the need to monitor and collect game data for each player, thus reducing computational pressure. Moreover, based on the target identification information and the preset cheat identification list, it is possible to determine whether the target player is using cheats. The preset cheat identification list includes the preset identification information of at least one player in the game who is using cheats. Based on the preset cheat identification list, cross-game cheat detection can be achieved, further reducing the computational pressure of cheat detection and making cheat detection in the game more convenient and efficient.

[0084] The following explains the terms used in the game cheat detection method provided in the embodiments of this application.

[0085] Game cheats: These are external programs designed for a specific game and modify parts of the game's code. Such external programs, specifically designed for a particular game, can affect the fairness of the game and constitute unfair gameplay.

[0086] Anti-cheat detection: This refers to the process by which game operators use technical means to identify players who are using cheating programs and then punish them by banning their accounts or restricting their login access.

[0087] External cheat detection center: refers to a separate third-party service or server that is independent of a specific game and can be used by multiple games simultaneously.

[0088] Character movement path: refers to the sequence of map coordinates for a character in the game.

[0089] DNN (deep neural network): also known as deep learning, is a branch of machine learning. It is an algorithm that uses artificial neural networks as its architecture to learn representations of data.

[0090] An IP address (Internet Protocol address) is assigned to a device when it connects to a network for identification. Devices can communicate with each other using IP addresses. Without IP addresses, we wouldn't know which device is the sender or receiver. IP addresses have two main functions: identifying devices or networks and addressing. Common IP addresses are divided into two main categories: IPv4 and IPv6. An IP address consists of a string of numbers. IPv4 consists of decimal numbers separated by dots, such as 172.16.254.1; IPv6 consists of hexadecimal numbers separated by colons, such as 2001:db8:0:1234:0:567:8:1.

[0091] MAC address (Media Access Control Address): Also known as a local area network address, Ethernet address, or physical address, it is an address used to identify the location of a network device. In the OSI model (Open Systems Interconnection Reference Model), the third layer (Network Layer) is responsible for IP addresses, while the second layer (Data Link Layer) is responsible for MAC addresses. A MAC address uniquely identifies a network interface card (NIC) on a network. If a device has one or more NICs, each NIC needs and will have a unique MAC address.

[0092] Resources: Computer hardware and / or software resources such as memory and CPU (central processing unit).

[0093] The following explains the game cheat detection system on which the game cheat detection method provided in the embodiments of this application is based.

[0094] Figure 1 This is a schematic diagram of the structure of a game cheat detection system provided in an embodiment of the present invention, as shown below. Figure 1 As shown, the game cheat detection system may include: a detection server 101, a game server 102, and a game client device 103.

[0095] The number of game servers 102 can be at least one, and the number of game client devices 103 can also be at least one. Each game server 102 is communicatively connected to the detection server 101, and each game client device 103 corresponding to each game server 102 is communicatively connected to that game server 102.

[0096] In some implementations, the game server 102 sends the target player's target identifier information to the detection server 101; the detection server 101 can receive the target player's target identifier information, and determine whether the target player is using cheats based on the preset cheat identifier list and the target identifier information, thereby obtaining a first cheat detection result, and then feeding back the first cheat detection result to the game server 102; the game server 102 can receive the first cheat detection result, and determine whether the target player is using cheats based on the first cheat detection result.

[0097] It should be noted that different game servers 102 can run different game clients, meaning different game servers 102 correspond to different games. The game client device 103 corresponding to the same game server 102 can run the same game client; correspondingly, the game client device 103 corresponding to different game servers 102 can run different game clients.

[0098] Additionally, detection server 101 can also be called a cheat detection center. The cheat detection center can identify various types of cheating behaviors, including game speed modification, simulated clicks, character attribute modification, item modification, offline cheats, repackaging, and game currency modification.

[0099] The following explanation uses the detection server as the execution entity to illustrate the game cheat detection method provided in this application embodiment.

[0100] Figure 2 This is a flowchart illustrating a game cheat detection method provided in an embodiment of the present invention, as shown below. Figure 2 As shown, the method may include:

[0101] S201. Obtain the target player's target identifier information sent by the game server.

[0102] The target player can be a player who has been reported in the game.

[0103] Additionally, the target identification information can be an IP address and / or a MAC address. In the embodiments of this application, the target identification information can be an IP address, a MAC address, or both an IP address and a MAC address; the embodiments of this application do not impose specific limitations on this.

[0104] In some implementations, the target player and other players can participate in the game through the game client installed on their respective game client devices. During the game, if other players find that the target player's game behavior is abnormal, they can report the target player. When the game server determines that the reported target player meets the preset conditions, it can send the target player's target identification information to the detection server. Correspondingly, the detection server can receive the target player's target identification information.

[0105] Of course, if the game server detects abnormal game behavior of a target player during the game, it can also directly report the target player. This application embodiment does not impose specific restrictions on this.

[0106] It should be noted that the detection server can obtain the target identifier information of the target player sent by at least one game server.

[0107] S202. Based on the preset list of cheat identifiers and the target identifier information, determine whether the target player is using cheats and obtain the first cheat detection result.

[0108] The preset cheat identifier list may include: preset identifier information of players using cheats in the game, and the number of games must be at least one. The at least one game can be a game of the same type or a game of different types.

[0109] In this embodiment, the preset cheat identifier list can be used in at least one game. By detecting cheats based on the preset cheat identifier list, the blacklist of at least one game can be used to detect cheat users, making the detection of cheat users more accurate and flexible.

[0110] In some implementations, the detection server can determine whether a target player is using cheats based on the preset identifier information of players using cheats in the game from the preset cheat identifier list, as well as the target identifier information of the target player, and obtain the first cheat detection result.

[0111] It should be noted that the preset list of cheat identifiers can be a list pre-configured in the detection server, a list obtained by the detection server based on historical cheat detection, or a list obtained by the detection server from other cheat detection devices. This application embodiment does not impose specific restrictions on this.

[0112] Optionally, the preset list of cheat identifiers can be implemented in any of the following ways: list, hash table, binary tree, or database.

[0113] S203. Report the first cheat detection result to the game server.

[0114] The first cheat detection result is used to indicate whether the target player is using cheats.

[0115] In this embodiment of the application, the detection server can send a first cheat detection result to the game server; the game server can receive the first cheat detection result, and if the first cheat detection result indicates that the target player is using cheats, the game server can process the cheats of the target player to ensure the fairness of the game and improve the player's gaming experience.

[0116] Optionally, the handling of cheating can be account banning or login restriction targeting specific players, or other forms of cheating handling. This application embodiment does not impose specific limitations on these.

[0117] In summary, this application provides a method for detecting game cheats, comprising: obtaining target identifier information of a target player sent by a game server, wherein the target player is a player reported in the game, and the target identifier information is an IP address and / or MAC address; determining whether the target player is using cheats based on a preset cheat identifier list and the target identifier information, and obtaining a first cheat detection result, wherein the preset cheat identifier list includes preset identifier information of players using cheats in the game, and the number of games is at least one; and feeding back the first cheat detection result to the game server. The detection server obtains the target identifier information of the reported player in the game, eliminating the need to monitor and statistically analyze the game data of each player, thus reducing computational pressure. Moreover, based on the target identifier information and the preset cheat identifier list, it can determine whether the target player is using cheats. The preset cheat identifier list includes preset identifier information of players using cheats in the game, and the number of games is at least one. This preset cheat identifier list is applicable in at least one game, achieving cross-game cheat detection, further reducing the computational pressure of cheat detection, and making cheat detection in games more convenient and efficient.

[0118] Furthermore, the target player's identification information is their IP address and / or MAC address, which cannot be changed. Based on the target player's identification information, cheat detection can accurately identify the cheat used by the same target player in any game at least once, thus improving the accuracy of cheat detection.

[0119] Optional, Figure 3 This is a flowchart illustrating a game cheat detection method provided in an embodiment of the present invention, as shown below. Figure 3 As shown, the method may further include:

[0120] S301. If the first cheat detection result indicates that the target player has not used cheats, obtain the game character data of the target player collected by the game server through the target player's game client.

[0121] The target player's game character data can be the game character data of the target player within a preset time period. The preset time period can be set according to actual needs or experience points; for example, the preset time period can be 10 minutes.

[0122] In some implementations, if the first cheat detection result indicates that the target player is not using cheats, the game server can request the target player's game character data within a preset time period from the target player's game client, and the target player's game client can send the target player's game character data to the game server.

[0123] Correspondingly, the game server can receive the target player's game character data sent by the target player's game client, and then send the target player's game character data to the detection server; the detection server can receive the target player's game character data.

[0124] It should be noted that the target player's game character data can be the target player's game character's movement data, the target player's game character's skill release data, or other data of the target player's game character. This application embodiment does not impose specific limitations on this.

[0125] In addition, while obtaining the target player's game character data, the detection server can also obtain the target player's target identifier information.

[0126] In this embodiment of the application, the target player is reported in the target game. The target player's game character data can be the game character data of the target player in the target game, or the game character data of the target player in other games. The other games are at least one game played by the target player other than the target game.

[0127] S302. Based on the game character data and the preset cheat detection model, determine whether the target player is using cheats and obtain the second cheat detection result.

[0128] The preset cheat detection model can be a pre-trained deep neural network model.

[0129] In some implementations, the detection server can input game character data into a preset cheat detection model, and the preset cheat detection model can output a second cheat detection result.

[0130] It should be noted that this preset cheat detection model can detect cheating behavior by players in different games.

[0131] S303: Report the second cheat detection result to the game server.

[0132] The second cheat detection result can be used to indicate whether the target player is using cheats.

[0133] In this embodiment of the application, the detection server can send a second cheat detection result to the game server; the game server can receive the second cheat detection result, and if the second cheat detection result indicates that the target player is using cheats, the game server can process the cheats against the target player to ensure the fairness of the game and improve the player's gaming experience.

[0134] In summary, if the initial cheat detection result indicates that the target player is not using cheats, a second detection is performed based on game character data and a preset cheat detection model to determine if the target player is using cheats, making the cheat detection more accurate. Furthermore, the preset cheat detection model is a cross-game cheat identification model, which is more accurate than a single cheat identification model.

[0135] Optionally, before determining whether a target player is using cheats based on game character data and a preset cheat detection model in the above S302 process, and obtaining a second cheat detection result, the method may further include: training an initial cheat detection model based on sample data of real characters in the game and sample data of cheat characters to obtain a preset cheat detection model.

[0136] The game must be at least one game. The sample data for real characters can be the behavioral sample data of the characters corresponding to real players in the game; the sample data for cheat characters can be the behavioral sample data of the characters corresponding to players using cheats in the game.

[0137] In this embodiment, the sample data of the real character can be the movement path data of the real character, and the sample data of the cheat character can be the movement path data of the cheat character; of course, the sample data of the real character can also be the skill release data of the real character, and the sample data of the cheat character can be the skill release data of the cheat character. The sample data of the real character can also be other behavioral data of the real character, and the sample data of the cheat character can also be other behavioral data of the cheat character; this embodiment does not impose specific limitations on these aspects.

[0138] It should be noted that the movement path data can be the movement path of the character in the game map.

[0139] In addition, the detection server can periodically update the preset cheat detection model.

[0140] Optionally, the detection server can train an initial cheat detection model based on normalized sample data of real characters in the game and normalized sample data of cheat characters to obtain a preset cheat detection model, wherein the number of games is at least one.

[0141] Optionally, if the second cheat detection result indicates that the target player is using cheats, the preset cheat identifier list is updated according to the target player's target identifier information.

[0142] In some implementations, if the second cheat detection result indicates that the target player is using cheats, the detection server can add the target player's target identifier information to a preset cheat identifier list.

[0143] In this embodiment of the application, the detection server can also obtain the appeal request of the target player, and remove the target player's target identifier information from the preset cheat identifier list according to the appeal request of the target player.

[0144] Optional, Figure 4 This is a flowchart illustrating a game cheat detection method provided in an embodiment of the present invention, as shown below. Figure 4 As shown, the process in S202 above, which determines whether a target player is using cheats based on a preset list of cheat identifiers and target identifier information, and obtains the first cheat detection result, may include:

[0145] S401. Match the players based on their preset identifiers and the target identifiers to obtain the matching results.

[0146] The matching result indicates whether the target identifier is in the preset list of plug-in identifiers.

[0147] In some implementations, the detection server can determine whether there is any preset identifier information that is the same as the target identifier information among the preset identifier information of multiple players; if it exists, the target identifier information is determined to be in the preset cheat identifier list; if it does not exist, the target identifier information is determined not to be in the preset cheat identifier list.

[0148] S402. Based on the matching results, determine whether the target player is using cheats and obtain the first cheat detection result.

[0149] In this embodiment of the application, if the matching result indicates that the target identifier is in the preset cheat identifier list, then the first cheat detection result of the target player using cheat is obtained; if the matching result indicates that the target identifier is not in the preset cheat identifier list, then the first cheat detection result of the target player not using cheat is obtained.

[0150] Optionally, the process in S401 above, which matches multiple players' preset identifier information and target identifier information to obtain a matching result, may include:

[0151] Matching is performed based on the preset IP addresses of multiple players and the target IP address of the target player, and / or matching is performed based on the preset MAC addresses of multiple players and the target MAC address of the target player to obtain the matching result.

[0152] In the application embodiment, when only matching IP addresses, if a match is found, it is determined that the target player is using cheats; if no match is found, it is determined that the target player is not using cheats. When only matching MAC addresses, if a match is found, it is determined that the target player is using cheats; if no match is found, it is determined that the target player is not using cheats.

[0153] In addition, when matching both IP addresses and MAC addresses, if the IP address matches but the MAC address does not, or vice versa, the probability that the target player is using cheats can be determined. The server can then determine whether the target player is using cheats based on this probability.

[0154] In summary, matching based on IP address and / or MAC address to determine whether a target player is using cheats can make cheat detection faster and the fight against cheats more thorough.

[0155] The following explanation uses a game server as the executing entity to illustrate the game cheat detection method provided in this application.

[0156] Optional, Figure 5 This is a flowchart illustrating a game cheat detection method provided in an embodiment of the present invention, as shown below. Figure 5 As shown, the method may include:

[0157] S501. Send the target player's target identifier information to the detection server so that the detection server can determine whether the target player is using cheats based on the preset cheat identifier list and the target identifier information, and obtain the first cheat detection result.

[0158] The preset list of cheat identifiers may include: the identifier information of players using cheats in the game; the target player is a player who has been reported in the game, and the number of games must be at least one; the target identifier information is the IP address and / or MAC address.

[0159] It should be noted that at least one game can be of the same type or different types of games, and this application embodiment does not impose specific limitations on this.

[0160] In some implementations, the game server obtains the reported target player. When it determines that the reported target player meets the preset conditions, it can send the target player's target identification information to the detection server. Correspondingly, the detection server can receive the target player's target identification information and then determine whether the target player is using cheats based on the preset cheat identification list and the target identification information, thus obtaining the first cheat detection result.

[0161] It should be noted that during the game, if other players notice abnormal gameplay behavior from the target player, they can report the target player. Alternatively, the game server can detect abnormal gameplay behavior from the target player and report the target player directly.

[0162] S502: Receive the first external plug-in detection result from the detection server.

[0163] In this embodiment of the application, the game server can receive the first cheat detection result. If the first cheat detection result indicates that the target player is using cheats, the game server can take cheat measures such as banning the target player's account or restricting login to ensure the fairness of the game and improve the player's gaming experience.

[0164] In some implementations, if a target player is reported in a target game, and the first cheat detection result indicates that the target player is using cheats in the target game, the game server can ban or restrict the target player's game account in the target game, and can also ban or restrict the target player's game accounts in other games, wherein the other games can be games connected to the detection platform.

[0165] For example, the games connected to the detection platform include: Game A and Game B. If a target player is reported in Game A, and the first cheat detection result indicates that the target player used cheats in Game A, then the game server can ban or restrict the target player's game account in Game A, and can also ban or restrict the target player's game account in Game B.

[0166] In summary, this application provides a method for detecting game cheats, comprising: sending target identifier information of a target player to a detection server, so that the detection server can determine whether the target player is using cheats based on a preset cheat identifier list and the target identifier information, and obtain a first cheat detection result; wherein, the preset cheat identifier list may include: identifier information of players using cheats in the game, and the number of games is at least one; the target identifier information is an IP address and / or MAC address; the target player is a player who has been reported in the game; and receiving the first cheat detection result fed back by the detection server. Sending the target identifier information of the reported player in the game to the detection server eliminates the need to monitor and collect game data for each player, reducing computational pressure; moreover, based on the target identifier information and the preset cheat identifier list, it is possible to determine whether the target player is using cheats. The preset cheat identifier list includes preset identifier information of players using cheats in the game, and the number of games is at least one. According to the preset cheat identifier list, it can be used in at least one game, realizing cross-game cheat detection, reducing the computational pressure of cheat detection, and making cheat detection in games more convenient and efficient.

[0167] Furthermore, the target player's identification information is their IP address and / or MAC address, which cannot be changed. Based on the target player's identification information, cheat detection can accurately identify the cheat used by the same target player in any game at least once, thus improving the accuracy of cheat detection.

[0168] Optional, Figure 6 This is a flowchart illustrating a game cheat detection method provided in an embodiment of the present invention, as shown below. Figure 6 As shown, the method may further include:

[0169] S601. If the first cheat detection result indicates that the target player is not using cheats, collect the target player's game character data through the target player's game client.

[0170] In some implementations, if the first cheat detection result indicates that the target player is not using cheats, the game server can send a request to the target player's game client. The target player's game client can collect the target player's game character data within a preset time period according to the request, and feed back the collected target player's game character data to the game server. The game server can then obtain the target player's game character data.

[0171] S602. Send the target player's game character data to the detection server so that the detection server can determine whether the target player is using cheats based on the game character data and the preset cheat detection model, and obtain the second cheat detection result.

[0172] The game server can send the target player's game character data and target identification information to the detection server.

[0173] It should be noted that the detection server can use game character data and a pre-set anti-cheat detection model across games to determine whether a target player is using cheats again, resulting in a more accurate second anti-cheat detection result. This pre-set anti-cheat detection model can be a pre-trained deep neural network model.

[0174] S603: Receive the second external plug-in detection result sent back by the detection server.

[0175] In this embodiment, the second cheat detection result can be used to indicate whether the target player is using cheats. If the second cheat detection result indicates that the target player is using cheats, the game server can take action against the target player for cheating.

[0176] The handling of cheating can be a ban or login restriction on the target player, or it can be other forms of cheating. This application embodiment does not impose specific restrictions on this.

[0177] Optionally, the process of sending the target player's target identifier information to the detection server in S501 above may include: if the number of times the target player has been reported is greater than or equal to a preset number, then sending the target player's target identifier information to the detection server.

[0178] In some implementations, if other players in the game suspect that the target player is cheating, the other players can report the player through the game client. The game client can respond to the report by sending a report event to the game server, along with event data containing the report of the target player.

[0179] Correspondingly, the game server can receive the report event and the event data containing the target player, and parse the reported object to identify the target player. It then checks the number of times the target player has been reported in the game server's counter; determines whether the number of times the target player has been reported is greater than or equal to a preset number; if so, it sends the target player's target identifier information to the detection server; if not, it updates the number of times the target player has been reported.

[0180] Optionally, the number of reports against the target player can be updated by incrementing the number of reports by 1. The preset number can be set according to actual needs or experience; for example, the preset number can be 10. This embodiment does not impose a specific limitation on this.

[0181] In practical applications, if other players in the game find themselves constantly attacked by the target player's virtual character, concluding that the target player's virtual character's kill rate is far above the average human level; or if they notice that the target player's virtual character always moves in a straight line, unlike human-controlled game characters who move normally in the game, then other players can consider the target player to be cheating.

[0182] In addition, the effective time for counting the number of reports against a target player can be a preset effective duration. This preset effective duration can be 24 hours, but it can also be other durations; this application embodiment does not impose specific limitations on this.

[0183] It should be noted that if the second cheat detection result indicates that the target player did not use cheats, the game server can reset the number of reports against the target player to zero.

[0184] Optional, Figure 7 This is a flowchart illustrating a game cheat detection method provided in an embodiment of the present invention, as shown below. Figure 7 As shown, the process of sending the target player's game character data to the detection server in S602 above may include:

[0185] S701. Based on the preset Eugen space, normalize the game character data of the target player to obtain the processed game character data.

[0186] In some implementations, the game server can use the Euclidean distance normalization algorithm to normalize the game character data of the target player, thereby obtaining the processed game character data.

[0187] For example, game character data can be the movement path of a game character. The movement path could be: {[10,30,12],[20,20,10],[100,2,3],[7,14,16]}; since the maximum value is 100, we use 100 as the denominator and perform division to normalize the movement path, resulting in the processed movement path:

[0188] {[0.1,0.3,0.12],[0.2,0.2,0.1],[1.0,0.02,0.03],[0.07,0.14,0.16]}.

[0189] S702, Send the processed game character data and target identification information to the detection server.

[0190] It should be noted that the processed game character data and target identification information are sent to the detection server, so that the detection server can determine the second cheat detection result based on the processed game character data; and when the second cheat detection result indicates that the target player is using cheats, the preset cheat identification list can be updated based on the target identification information.

[0191] Figure 8 This is a schematic diagram of the interaction process of a game cheat detection method provided in an embodiment of the present invention, as shown below. Figure 8 As shown, the game's cheat detection methods include:

[0192] S801. If the number of times a target player is reported is greater than or equal to the preset number, the game server sends the target player's target identifier information to the detection server.

[0193] The target identification information includes: the target IP address and / or the target MAC address.

[0194] S802. The detection server matches multiple players' preset IP addresses and the target player's target IP address, and / or matches multiple players' preset MAC addresses and the target player's target MAC address to obtain the matching result.

[0195] S803. The detection server determines whether the target player is using cheats based on the matching results and obtains the first cheat detection result.

[0196] S804, the detection server sends the first cheat detection result back to the game server.

[0197] S805. If the first cheat detection result indicates that the target player has not used cheats, the game server collects the target player's game character data through the target player's game client.

[0198] S806. The game server normalizes the target player's game character data according to the preset Eugen space to obtain the processed game character data.

[0199] S807, the game server sends the processed game character data and target identification information to the detection server.

[0200] S808: The detection server determines whether the target player is using cheats based on game character data and a preset cheat detection model, and obtains a second cheat detection result.

[0201] S809. The detection server sends the second cheat detection result back to the game server.

[0202] S810. If the second cheat detection result indicates that the target player is using cheats, the detection server updates the preset cheat identifier list based on the target player's target identifier information.

[0203] In summary, the game cheat detection method provided in this application allows the detection server to obtain the target identifier information of the reported player in the game, eliminating the need to monitor and statistically analyze the game data of each player, thus reducing computational pressure. Moreover, based on the target identifier information and a preset cheat identifier list, it is possible to determine whether the target player is using cheats. The preset cheat identifier list includes the preset identifier information of players using cheats in the game, and the number of games is at least one. Based on this preset cheat identifier list, cross-game cheat detection can be achieved, further reducing the computational pressure of cheat detection and making cheat detection in the game more convenient and efficient.

[0204] Moreover, the cross-game cheat detection model obtains a second cheat detection result based on the target player's game character data, which is more accurate than the detection result obtained by a single cheat identification model; by matching based on IP address and / or MAC address, the matching result is obtained to determine whether the target player is using cheats, which can make cheat detection faster and the crackdown on cheats more thorough.

[0205] The following describes the game cheat detection device, detection server, game server, and storage medium used to implement the game cheat detection method provided in this application. For the specific implementation process and technical effects, please refer to the relevant content of the game cheat detection method mentioned above, which will not be repeated below.

[0206] Figure 9 This is a schematic diagram of the structure of a game cheat detection device provided in an embodiment of the present invention, as shown below.Figure 9 As shown, this device is used in a detection server and may include:

[0207] The acquisition module 901 is used to acquire the target identification information of the target player sent by the game server. The target player is the player who has been reported in the game, and the target identification information is the IP address and / or MAC address.

[0208] The judgment module 902 is used to determine whether the target player is using cheats based on the preset cheat identifier list and the target identifier information, and to obtain a first cheat detection result. The preset cheat identifier list includes: preset identifier information of players using cheats in the game, and the number of games is at least one.

[0209] Feedback module 903 is used to send the first cheat detection result back to the game server.

[0210] Optionally, the device further includes:

[0211] The first acquisition module is used to acquire the game character data of the target player collected by the game server through the target player's game client if the first cheat detection result indicates that the target player has not used cheats;

[0212] The judgment module 902 is used to determine whether the target player is using cheats based on the game character data and the preset cheat detection model, and to obtain a second cheat detection result;

[0213] The first feedback module is used to send the second cheat detection result back to the game server.

[0214] Optionally, the device further includes:

[0215] The second acquisition module is used to train the initial cheat detection model based on sample data of real characters in the game and sample data of cheat characters to obtain the preset cheat detection model, wherein the number of games is at least one.

[0216] Optionally, the device further includes:

[0217] The update module is used to update the preset cheat identifier list based on the target player's target identifier information if the second cheat detection result indicates that the target player is using cheats.

[0218] Optionally, the judgment module 902 is further configured to match the preset identification information of the multiple players and the target identification information to obtain a matching result, wherein the matching result indicates whether the target identification is in the preset cheat identification list; and based on the matching result, determine whether the target player is using cheats to obtain the first cheat detection result.

[0219] Optionally, the judgment module 902 is further configured to match based on the preset IP addresses of the multiple players and the target IP address of the target player, and / or to match based on the preset MAC addresses of the multiple players and the target MAC address of the target player, to obtain the matching result.

[0220] Figure 10 This is a schematic diagram of the structure of a game cheat detection device provided in an embodiment of the present invention, as shown below. Figure 10 As shown, this device is used in a game server and may include:

[0221] The sending module 1001 is used to send the target identification information of the target player to the detection server, so that the detection server can determine whether the target player is using cheats based on the preset cheat identification list and the target identification information, and obtain a first cheat detection result. The preset cheat identification list includes: identification information of players using cheats in the game, and the number of games is at least one; the target player is the player who has been reported in the game, and the target identification information is the IP address and / or MAC address.

[0222] The receiving module 1002 is used to receive the first external plug-in detection result fed back by the detection server.

[0223] Optionally, the sending module 1001 is further configured to send the target player's target identifier information to the detection server if the number of times the target player has been reported is greater than or equal to a preset number.

[0224] Optionally, the device further includes:

[0225] The collection module is also used to collect the target player's game character data through the target player's game client if the first cheat detection result indicates that the target player has not used cheats;

[0226] The first sending module is used to send the target player's game character data to the detection server, so that the detection server can determine whether the target player is using cheats based on the game character data and a preset cheat detection model, and obtain a second cheat detection result.

[0227] The first receiving module is used to receive the second plug-in detection result sent back by the detection server.

[0228] Optionally, the first sending module is further configured to normalize the game character data of the target player according to a preset Euclidean space to obtain processed game character data; and send the processed game character data and the target identification information to the detection server.

[0229] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0230] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more digital signal processors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0231] Figure 11 This is a schematic diagram of the structure of a detection server provided in an embodiment of the present invention, as shown below. Figure 11 As shown, the detection server includes: processor 1101 and memory 1102.

[0232] The memory 1102 is used to store programs, and the processor 1101 calls the programs stored in the memory 1102 to execute the above method embodiments. The specific implementation and technical effects are similar, and will not be described again here.

[0233] Figure 12 This is a schematic diagram of the structure of a detection server provided in an embodiment of the present invention, as shown below. Figure 12 As shown, the detection server includes: processor 1201 and memory 1202.

[0234] The memory 1202 is used to store programs, and the processor 1201 calls the programs stored in the memory 1202 to execute the above method embodiments. The specific implementation and technical effects are similar, and will not be described again here.

[0235] Optionally, the present invention also provides a program product, such as a computer-readable storage medium, including a program that, when executed by a processor, is used to perform the above-described method embodiments.

[0236] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0237] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0238] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.

[0239] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of the present 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.

[0240] The above are merely preferred embodiments of the present invention and are not intended to limit the present 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. A game cheat detection method, characterized in that, The application is applied to a detection server, comprising: obtaining target identification information of a target player sent by a game server, the target player being a player reported in a game, and the target identification information being an IP address and / or a MAC address; judging whether the target player uses a plug-in according to a preset plug-in identification list and the target identification information, obtaining a first plug-in detection result, the preset plug-in identification list comprising preset identification information of players using plug-ins in the game, and the number of games being at least one; feeding back the first plug-in detection result to the game server; the method further comprising: if the first plug-in detection result indicates that the target player does not use a plug-in, obtaining game character data of the target player collected by the game server through a game client of the target player; judging whether the target player uses a plug-in according to the game character data and a preset plug-in detection model, obtaining a second plug-in detection result; feeding back the second plug-in detection result to the game server.

2. The method of claim 1, wherein, Before the step of judging whether the target player uses a plug-in according to the game character data and a preset plug-in detection model, obtaining a second plug-in detection result, the method further comprising: training an initial plug-in detection model according to sample data of real characters in a game and sample data of plug-in characters, obtaining the preset plug-in detection model, and the number of games being at least one.

3. The method of claim 1, wherein, the method further comprising: if the second plug-in detection result indicates that the target player uses a plug-in, updating the preset plug-in identification list according to the target identification information of the target player.

4. The method of claim 1, wherein, the step of judging whether the target player uses a plug-in according to a preset plug-in identification list and the target identification information, obtaining a first plug-in detection result, comprising: matching preset identification information of a plurality of players and the target identification information, obtaining a matching result, the matching result indicating whether the target identification is in the preset plug-in identification list; judging whether the target player uses a plug-in according to the matching result, obtaining the first plug-in detection result.

5. The method of claim 4, wherein, the step of matching the preset identification information of a plurality of players and the target identification information, obtaining a matching result, comprising: matching preset IP addresses of a plurality of players and a target IP address of the target player, and / or matching preset MAC addresses of a plurality of players and a target MAC address of the target player, obtaining the matching result.

6. A game cheat detection method, characterized by, The application is applied to a game server, comprising: sending target identification information of a target player to a detection server, so that the detection server judges whether the target player uses a plug-in according to a preset plug-in identification list and the target identification information, obtaining a first plug-in detection result, the preset plug-in identification list comprising identification information of players using plug-ins in a game, the number of games being at least one, the target player being a player reported in a game, and the target identification information being an IP address and / or a MAC address; receiving the first plug-in detection result fed back by the detection server; the method further comprising: If the first external plug-in detection result indicates that the target player does not use external plug-ins, collect game character data of the target player through a game client of the target player; Send the game character data of the target player to the detection server, so that the detection server determines whether the target player uses external plug-ins according to the game character data and a preset external plug-in detection model, and obtains a second external plug-in detection result; Receive the second external plug-in detection result fed back by the detection server.

7. The method of claim 6, wherein, The target identification information of the target player is sent to the detection server, including: If the number of times of reporting of the target player is greater than or equal to a preset number of times, the target identification information of the target player is sent to the detection server.

8. The method of claim 6, wherein, The game character data of the target player is sent to the detection server, including: According to a preset Euclidean space, the game character data of the target player is normalized to obtain processed game character data; The processed game character data and the target identification information are sent to the detection server.

9. A game cheat detection apparatus, characterized by comprising: Applied to a detection server, including: An acquisition module is configured to acquire target identification information of a target player sent by a game server, the target player being a player reported in a game, and the target identification information being an IP address and / or a MAC address; A determination module is configured to determine whether the target player uses external plug-ins according to a preset external plug-in identification list and the target identification information, to obtain a first external plug-in detection result, the preset external plug-in identification list including preset identification information of players using external plug-ins in the game, and the number of games being at least one; A feedback module is configured to feed back the first external plug-in detection result to the game server. The device further includes: A first acquisition module is configured to, if the first external plug-in detection result indicates that the target player does not use external plug-ins, acquire game character data of the target player collected by the game server through a game client of the target player; A determination module is configured to determine whether the target player uses external plug-ins according to the game character data and a preset external plug-in detection model, to obtain a second external plug-in detection result; A first feedback module is configured to feed back the second external plug-in detection result to the game server.

10. A game cheat detection apparatus, characterized by comprising: Applied to a game server, including: A sending module is configured to send target identification information of a target player to a detection server, so that the detection server determines whether the target player uses external plug-ins according to a preset external plug-in identification list and the target identification information, to obtain a first external plug-in detection result, the preset external plug-in identification list including identification information of players using external plug-ins in a game, and the number of games being at least one; the target player being a player reported in the game, and the target identification information being an IP address and / or a MAC address; A receiving module is configured to receive the first external plug-in detection result fed back by the detection server; The device further includes: A collection module is further configured to, if the first external plug-in detection result indicates that the target player does not use external plug-ins, collect game character data of the target player through a game client of the target player; The first sending module is configured to send the game character data of the target player to the detection server, so that the detection server determines whether the target player uses the external tool according to the game character data and a preset external tool detection model, and obtains a second external tool detection result. The first receiving module is configured to receive the second external tool detection result fed back by the detection server.

11. A detection server, characterized by The game external tool detection method comprises the following steps: A memory and a processor, wherein the memory stores a computer program executable by the processor, and the processor implements the game external tool detection method according to any one of claims 1-5 when executing the computer program.

12. A game server, characterized in that A memory and a processor, wherein the memory stores a computer program executable by the processor, and the processor implements the game external tool detection method according to any one of claims 6-8 when executing the computer program. The storage medium stores a computer program, and the computer program is read and executed to implement the game external tool detection method according to any one of claims 1-8.

13. A storage medium, characterized by ​

Citation Information

Patent Citations

  • Game plug-in detection method based on IP port features

    CN110465094A