Blockchain-based game processing method, device, equipment, medium and program
Patent Information
- Application Number
- CN202210300194.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-25
- Publication Date
- 2026-08-18
- Estimated Expiration
- 2042-03-25
AI Technical Summary
由于传统信用分评分体系没有宏观的数量控制概念信用分的总量是在不断上升的,随着游戏进程的推进,游戏中所检测出的正常玩家相对于游戏黑产会占更大的比例,使得游戏信用给玩家带来的游戏价值被不断稀释,降低对游戏黑产检测的准确性,降低游戏的安全性
[0070]In this embodiment, the triggering target node indicated by the game behavior event is obtained in the game scene; the triggering target node refers to the target node whose credit change is triggered by the game behavior event; the amount of resource change data for the triggering target node in the game behavior event is obtained, and event change information is generated based on the amount of resource change data and the game behavior event; the participating target nodes in the game scene are obtained, and the consensus voting results of the participating target nodes on the event change information are obtained, and the game credit change value of the triggering target node is determined based on the consensus voting results and the event change information; a credit change block is generated based on the game credit change value, and the credit change block is added to the triggering target credit blockchain corresponding to the triggering target node. Through the above process, the credit of target nodes in the game is managed based on blockchain. By leveraging the characteristics of blockchain, the openness, transparency, and credibility of game credit values are ensured. Furthermore, the credit of target nodes is quantified based on virtual resources and game credit values. The target nodes that participated in the game scenario that triggered the credit change reach a consensus on the credit change, which makes game black market activities (i.e., game anomalies) more accurately identified. Moreover, the target nodes are related to the game scenario that triggered the credit change and have a better understanding of the events that occurred in that game scenario. That is, they understand the game behavior events, improve the accuracy of the relevant data on credit changes caused by game behavior events, and thus improve the security of the game.
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Figure CN116846887B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a blockchain-based game processing method, apparatus, device, medium, and program. Background Technology
[0002] Game credit is a credit profile established by an independent, professional, and official organization for game players. It objectively collects, records, and updates player credit information in accordance with laws and regulations, and legally provides credit information services to external parties, offering a platform for credit information sharing for game platforms. With the development of the internet and gaming industries, the scale of the game black market has grown increasingly large, making its detection increasingly important. Currently, methods analyze players' historical gaming behavior and design corresponding credit score adjustment rules to update and adjust players' credit scores. However, because traditional credit score systems lack a macro-level quantitative control concept, the total amount of credit scores is constantly increasing. As the game progresses, the proportion of legitimate players detected in the game exceeds that of game black market players, diluting the game value brought by game credit, reducing the accuracy of game black market detection, and lowering game security. Summary of the Invention
[0003] This application provides a blockchain-based game processing method, apparatus, device, medium, and program, which can improve the accuracy of game anomaly detection and enhance game security.
[0004] One embodiment of this application provides a blockchain-based game processing method, the method comprising:
[0005] In the game scene, obtain the triggering object node indicated by the game behavior event; the triggering object node refers to the object node whose credit change is triggered by the game behavior event.
[0006] Obtain the amount of resource change data for the triggering object node in the game behavior event, and generate event change information based on the amount of resource change data and the game behavior event;
[0007] Get the participating nodes in the game scene, get the consensus voting results of the participating nodes on the event change information, and determine the game credit change value of the triggering node based on the consensus voting results and the event change information.
[0008] Generate a credit change block based on the game credit change value, and add the credit change block to the credit blockchain of the triggering object node.
[0009] One embodiment of this application provides a blockchain-based game processing device, the device comprising:
[0010] The trigger acquisition module is used to acquire the trigger object node indicated by the game behavior event in the game scene; the trigger object node refers to the object node that triggers the credit change by the game behavior event.
[0011] The resource acquisition module is used to acquire the amount of resource change data for the triggering object node in game behavior events;
[0012] The information generation module is used to generate event change information based on the amount of resource change data and game behavior events;
[0013] The participation acquisition module is used to acquire the participation object nodes in the game scene;
[0014] The voting acquisition module is used to obtain the consensus voting results of participating nodes on event change information;
[0015] The credit determination module is used to determine the game credit change value of the triggering target node based on the consensus voting results and event change information;
[0016] The block generation module is used to generate credit change blocks based on the game credit change value;
[0017] The block on-chain module is used to add credit change blocks to the credit blockchain of the triggering object node.
[0018] The resource acquisition module includes:
[0019] The event parsing unit is used to obtain the remaining resource data of the virtual resources included in the game resource pool and to obtain the event level of game behavior events;
[0020] The resource determination unit is used to determine the amount of resource change data for game behavior events based on the event level and the amount of remaining resource data.
[0021] Among them, game behavior events include malicious behavior events and reporting behavior events for malicious behavior events; triggering object nodes include penalty object nodes that trigger malicious behavior events and incentive object nodes that trigger reporting behavior events; the resource acquisition module includes:
[0022] The penalty determination unit is used to obtain the historical resource data volume of the penalty target node and determine the resource change data volume of the penalty target node based on the historical resource data volume of the penalty target node.
[0023] This information generation module is specifically used for:
[0024] Generate event change information to transfer resource change data from the penalized node to the incentivized node.
[0025] The vote acquisition module includes:
[0026] The information sending unit is used to send event change information to the participating nodes so that the participating nodes can reach a consensus on the event change information;
[0027] The voting acquisition unit is used to obtain the consensus voting results of the participating nodes for the event change information; the consensus voting results include the voting pass result and the voting failure result.
[0028] The device also includes:
[0029] The consensus module is used to determine the game credit change value of the triggering target node based on the consensus voting result and the event change information if the consensus voting result of the participating target node indicates that the consensus has passed.
[0030] The consensus failure module is used to back up the consensus voting results and event change information if the consensus voting results of the participating nodes indicate a consensus failure.
[0031] The device also includes:
[0032] The threshold determination module is used to obtain the total number of participating nodes of the participating object nodes, and determine the consensus passing threshold based on the total number of participating nodes;
[0033] The weight acquisition module is used to obtain the node weights of the participating object nodes;
[0034] The voting statistics module is used to perform a weighted summation of the consensus voting results based on the node weights of the participating nodes to obtain the number of votes that passed.
[0035] The result determination module is used to determine the consensus voting result if the number of votes passed is greater than or equal to the consensus passing threshold, so as to indicate the consensus passing result;
[0036] The result determination module is also used to determine the consensus voting result to indicate a consensus failure result if the number of votes in favor is less than the consensus passing threshold.
[0037] The credit determination module includes:
[0038] The quantity statistics unit is used to obtain the node weights of the participating nodes, and based on the node weights of the participating nodes, the consensus voting results are weighted and summed to obtain the number of votes passed.
[0039] The credit conversion unit is used to obtain the resource coefficient, and based on the resource coefficient and the number of votes passed, it performs credit conversion on the amount of resource change data to obtain the game credit change value of the triggering object node; the resource coefficient refers to the coefficient that converts virtual resources into game credit.
[0040] The device also includes:
[0041] The weight determination module is used to obtain the node game credit value of the participating node, and determine the node weight of the participating node by the ratio of the node game credit value to the basic game credit value.
[0042] The block generation module includes:
[0043] The history acquisition unit is used to acquire the historical game credit value and historical resource data volume of the triggering object node;
[0044] The credit update unit is used to update the historical resource data based on the resource change data volume to obtain the updated resource data volume, and to update the historical game credit value based on the game credit change value to obtain the updated game credit value.
[0045] The block generation unit is used to generate credit change blocks based on historical game credit values, historical resource data volume, updated resource data volume, and updated game credit values.
[0046] The device also includes:
[0047] The resource transfer module is used to obtain the virtual resource to be transferred corresponding to the amount of resource change data from the game resource pool if the amount of resource change data is positive, and transfer the virtual resource to be transferred to the resource address of the trigger object associated with the trigger object node.
[0048] The resource recycling module is used to retrieve the virtual resources to be recycled corresponding to the resource change data from the resource address of the triggering object if the resource change data is negative, and add the virtual resources to be recycled to the game resource pool.
[0049] The device also includes:
[0050] The chain lookup module is used to determine the game credit change value of the triggering object node based on the consensus voting results and event change information if the triggering object node's corresponding triggering object credit blockchain is found.
[0051] The chain creation module is used to create a trigger object credit blockchain if the trigger object node is not found. It obtains the trigger object information of the trigger object node. When the trigger object information is verified, it generates an initial trigger block based on the trigger object information and adds the initial trigger block to the trigger object credit blockchain. It then executes the process of determining the game credit change value of the trigger object node based on the consensus voting results and event change information.
[0052] Specifically, when generating the initial trigger block based on the trigger object information, the chain creation module includes:
[0053] The initial information acquisition unit is used to allocate trigger node key pairs to trigger object nodes based on trigger object information, and to acquire the initial trigger resource data volume and initial trigger game credit value of the trigger object node.
[0054] The initial generation unit is used to generate the initial trigger block based on the trigger node key pair, the initial trigger resource data volume, and the initial trigger game credit value; the trigger node key pair is used to indicate the trigger object resource address of the trigger object node.
[0055] The device also includes:
[0056] The test acquisition module is used to obtain the testable credit block from the trigger object's credit blockchain, and to obtain the testable game credit value of the trigger object node from the testable credit block; the testable credit block refers to the credit block located in the trigger object's credit blockchain that is associated with the game credit value and has the largest block height;
[0057] The exception sending module is used to update the permissions of the triggering object node if the credit value of the game under test is less than the trust threshold of the object, obtain the associated object nodes of the triggering object node, and send the triggering object exception message to the associated object nodes.
[0058] The device also includes:
[0059] The credit acquisition module is used to obtain the game credit value generated by the triggering object node within the credit statistics period from the triggering object's credit blockchain.
[0060] The exception sending module is also used to obtain the associated object nodes of the triggering object node and send the credit change exception message to the associated object nodes and the game management node if the distribution of game credit values is abnormal during the credit statistics period.
[0061] The device also includes:
[0062] The transaction response module is used to respond to transaction requests for game items, obtain the target virtual resources of the triggering object node, and obtain the game resource data volume of the game item.
[0063] The resource trading module is used to obtain the virtual resources to be traded corresponding to the amount of game resource data from the target virtual resources, add the virtual resources to be traded to the game resource pool, and send the game items to the game account of the triggering object node.
[0064] The transaction block generation module is used to generate item transaction blocks based on the amount of game resource data and the amount of target virtual resource data, and add the item transaction blocks to the trigger object credit blockchain.
[0065] One embodiment of this application provides a computer device, including a processor, a memory, and an input / output interface;
[0066] The processor is connected to a memory and an input / output interface, respectively. The input / output interface is used to receive and output data, the memory is used to store computer programs, and the processor is used to call the computer programs so that the computer device containing the processor executes the blockchain-based game processing method in one aspect of the embodiments of this application.
[0067] One aspect of this application provides a computer-readable storage medium storing a computer program adapted to be loaded and executed by a processor, so that a computer device having the processor performs the blockchain-based game processing method of one aspect of this application.
[0068] One aspect of this application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in various optional embodiments of this application. In other words, when the computer instructions are executed by the processor, they implement the methods provided in various optional embodiments of this application.
[0069] Implementing the embodiments of this application will have the following beneficial effects:
[0070] In this embodiment, the triggering target node indicated by the game behavior event is obtained in the game scene; the triggering target node refers to the target node whose credit change is triggered by the game behavior event; the amount of resource change data for the triggering target node in the game behavior event is obtained, and event change information is generated based on the amount of resource change data and the game behavior event; the participating target nodes in the game scene are obtained, and the consensus voting results of the participating target nodes on the event change information are obtained, and the game credit change value of the triggering target node is determined based on the consensus voting results and the event change information; a credit change block is generated based on the game credit change value, and the credit change block is added to the triggering target credit blockchain corresponding to the triggering target node. Through the above process, the credit of target nodes in the game is managed based on blockchain. By leveraging the characteristics of blockchain, the openness, transparency, and credibility of game credit values are ensured. Furthermore, the credit of target nodes is quantified based on virtual resources and game credit values. The target nodes that participated in the game scenario that triggered the credit change reach a consensus on the credit change, which makes game black market activities (i.e., game anomalies) more accurately identified. Moreover, the target nodes are related to the game scenario that triggered the credit change and have a better understanding of the events that occurred in that game scenario. That is, they understand the game behavior events, improve the accuracy of the relevant data on credit changes caused by game behavior events, and thus improve the security of the game. Attached Figure Description
[0071] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the 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.
[0072] Figure 1 This is a schematic diagram of a blockchain structure provided in an embodiment of this application;
[0073] Figure 2 This is a schematic diagram of a credit blockchain network provided in an embodiment of this application;
[0074] Figure 3 This is a schematic diagram of a blockchain-based game processing scenario provided in an embodiment of this application;
[0075] Figure 4 This is a flowchart of a blockchain-based game processing method provided in an embodiment of this application;
[0076] Figure 5 This is a schematic diagram of a block management scenario provided in an embodiment of this application;
[0077] Figure 6This is a schematic diagram of a block change scenario provided in an embodiment of this application;
[0078] Figure 7 This is a schematic diagram of a blockchain-based game processing device provided in an embodiment of this application;
[0079] Figure 8 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0080] 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 of ordinary skill in the art without creative effort are within the scope of protection of this application.
[0081] First, the blockchain, block, chain, consensus mechanism, and smart contract mentioned in the embodiments of this application will be introduced.
[0082] 1. Blockchain: In a narrow sense, blockchain is a chain-like data structure with blocks as the basic unit. Blocks use digital digests to verify previous transaction history, making it suitable for the tamper-proof and scalable requirements of distributed ledger scenarios. In a broader sense, blockchain also refers to the distributed ledger technology implemented using the blockchain structure, including distributed consensus, privacy and security protection, peer-to-peer communication technology, network protocols, and smart contracts. The goal of blockchain is to realize a distributed data record ledger that only allows additions, not deletions. The underlying basic structure of the ledger is a linear linked list. The linked list consists of a series of "blocks," with each subsequent block recording the hash value of the previous block. The validity of each block (and the transactions within it) can be quickly verified by calculating the hash value. If a node in the network proposes to add a new block, the block must be confirmed through a consensus mechanism.
[0083] 2. Block: A block records all transactions and state results that occur within a certain period of time, representing a consensus on the current state of the ledger. Specifically, for a blockchain, each time data is written—that is, the transaction process described above—a block is created.
[0084] 3. Chain: Composed of blocks linked together in chronological order, it is a log record of the entire ledger's state changes.
[0085] 4. Consensus Mechanism: Through voting by special nodes, the verification and confirmation of transactions are completed in a very short time, with the goal of ensuring that all honest nodes maintain a consistent blockchain diagram.
[0086] 5. Smart Contracts: Smart contracts work similarly to if-then statements in programming code. When preset conditions are triggered, the smart contract executes the corresponding contract terms. A smart contract is a set of commitments defined in digital form, including protocols that allow contract participants to execute these commitments. It is implemented through code deployed on a shared ledger that executes when certain conditions are met. Based on actual business needs, the code is used to automate transactions. It can also execute contracts that process received information. For example, when a game behavior event is detected, a smart contract can be triggered to parse the game behavior event, change the credit of the triggering node indicated by the game behavior event, and upload the relevant data of the credit change to the blockchain.
[0087] For details, see Figure 1 , Figure 1 This is a schematic diagram of a blockchain structure provided in an embodiment of this application. For example... Figure 1 As shown, a blockchain is composed of blocks, each consisting of two parts: a block header and a block body. The block header includes a timestamp, the current hash value, and the predecessor hash value. The timestamp records when the block was generated; the current hash value is the hash value of the block; the predecessor hash value is the hash value of the block's predecessor; and the block body stores the transaction information. Specifically, taking the addition of the second block to the blockchain as an example, the method for generating a new block is as follows:
[0088] When the first block 101 exists in the blockchain, it indicates the first transaction data generated by the first transaction. This first transaction data is the data (i.e., transaction information) stored in the block body of the first block 101. If a second transaction occurs, second transaction data will be generated through this second transaction. If this second transaction data is verified, a second block 102 will be generated from this second transaction data and added to the blockchain as the successor block to the first block 101. The timestamp included in the header of the second block 102 records the generation time of the second block 102; the current hash value is the hash value generated by the blockchain system using the data contained in the second block 102; the predecessor hash value is the hash value of the first block 101; and the block body of the second block 102 records the second transaction data.
[0089] Similarly, block 103 is added to the blockchain. Block 103 is used to indicate the third transaction data generated by the third transaction. If a new transaction occurs in the transaction chain indicated by the blockchain, a subsequent block is generated and added to the blockchain in the same way as the above method for generating new blocks.
[0090] pass Figure 1 The above process enables the generation of blockchain and the uploading of blocks to the chain.
[0091] For details, please refer to Figure 2 , Figure 2 This is a schematic diagram of a credit blockchain network provided in an embodiment of this application. Figure 2 As shown, the credit blockchain network may include game management nodes 201 corresponding to the managed object, and object nodes corresponding to the game object, etc. The number of game management nodes 201 may include one or at least two, such as game management nodes corresponding to official institutions or game management structures, etc. That is, the managed object may include official institutions or game management institutions, etc. Optionally, the number of object nodes may be one or at least two, such as... Figure 2 As shown, the target node includes target node 202 and target node 203, etc. When a game behavior event occurs, the target device node can obtain the triggering target node indicated by the game behavior event, determine the relevant data of the credit change of the triggering target node based on the game behavior event, and obtain the participating target nodes for consensus on the relevant data of the credit change. Based on consensus, the data generated by the credit change of the triggering target node is added to the blockchain, specifically to the triggering target node's corresponding triggering target credit blockchain, realizing on-chain management of the game object's credit, ensuring the accuracy and reliability of the on-chain data, and thus improving the accuracy of detecting game black market activities. The target device node can be the target node where the game behavior event occurred, a game management node, or a service node, etc. A service node refers to a node that provides game services. Game black market activities refer to individuals or groups that engage in private profit-making activities on a certain scale through improper means in games.
[0092] For details, please see Figure 3 , Figure 3 This is a schematic diagram of a blockchain-based game processing scenario provided in an embodiment of this application. Figure 3As shown, the target device node 301 obtains the triggering object node 303 indicated by the game behavior event in the game scene 302. The target device node 301 can be any object node. Optionally, there can be N object nodes, which can be considered as nodes corresponding to game objects that register or use the game application. N is a positive integer. The target device node 301 can be any one of the N object nodes, or it can be considered a game management node, or a service node, etc. Optionally, the game application can be considered as a game application participating in the credit management in this application, etc. Optionally, the value of N may change as the number of game objects using the game application increases, or as game objects deregister from the game application, etc. For example, if the number of game objects using the game application increases, the value of N will increase; if a game object deregisters from the game application, the value of N will decrease, etc. The N object nodes can include the triggering object node 303, etc. Optionally, when the target device node 301 is the node where the game object is located, the N object nodes can include the target device node 301. Optionally, this application may manage one or at least two game applications; no limitation is made here.
[0093] Specifically, target device node 301 can obtain the amount of resource change data for triggering node 303 in the game behavior event, and generate event change information based on the amount of resource change data and the game behavior event. Further, target device node 301 can obtain the participating node 304 in the game scene 302; that is, participating node 304 can be considered associated with the game behavior event. Target device node 301 can obtain the consensus voting result of participating node 304 on the event change information, and determine the game credit change value of triggering node 303 based on the consensus voting result and the event change information. Target device node 301 can generate a credit change block 305 based on the game credit change value and add credit change block 305 to the triggering object credit blockchain 306 corresponding to triggering node 303. Optionally, when uploading credit change block 305 to the blockchain, the triggering object credit blockchain may not exist, and triggering object credit blockchain 306 can be created; alternatively, triggering object credit blockchain 306 may exist, and credit change block 305 can be directly uploaded to the blockchain.
[0094] Specifically, in a credit blockchain network, the object nodes containing game objects registered with that network can exist within an object credit blockchain. Each object node's object credit blockchain can include credit blocks, and these blocks can be named differently to represent different transaction data. For example, suppose there are game objects A, B, C, and D. If game objects A, B, and C are registered with the credit blockchain network, then there exist object credit blockchains corresponding to game object A, B, and C, respectively. Each of these object credit blockchains can contain credit blocks.
[0095] It is understood that the object nodes, game management nodes, or service nodes mentioned in the embodiments of this application can all be considered as a type of computer device. The computer device in the embodiments of this application includes, but is not limited to, terminal devices or servers. In other words, the computer device can be a server or a terminal device, or a system composed of servers and terminal devices. Among them, the terminal device mentioned above can be an electronic device, including but not limited to mobile phones, tablets, desktop computers, laptops, handheld computers, in-vehicle devices, augmented reality / virtual reality (AR / VR) devices, head-mounted displays, wearable devices, smart speakers, digital cameras, webcams, and other mobile internet devices (MIDs) with network access capabilities. Among them, the server mentioned above 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, vehicle-to-everything (V2X) services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0096] Optionally, the data involved in the embodiments of this application may be stored in a computer device, or may be stored based on cloud storage technology and blockchain technology, without limitation.
[0097] Further, please see Figure 4 , Figure 4 This is a flowchart illustrating a blockchain-based game processing method provided in an embodiment of this application. Figure 4As shown, the blockchain-based game processing procedure may include the following steps:
[0098] Step S401: Obtain the triggering object node indicated by the game behavior event in the game scene.
[0099] In this embodiment, the target device node can obtain the triggering object node indicated by a game behavior event within the game scene. Optionally, the target device node can respond to a credit change request, which includes a game behavior event, and obtain the triggering object node indicated by the game behavior event based on the credit change request. The game scene can be considered as the scene where the game behavior event occurs or a game application, etc. The triggering object node refers to the object node whose credit change is triggered by the game behavior event. Optionally, the credit change request can be actively triggered by the target device node or passively confirmed by the target device node; this is not limited here. For example, the target game object can submit a credit change request, and the target device node can obtain the credit change request submitted by the target game object and obtain the triggering object node indicated by the game behavior event carried in the credit change request; or, the target device node can detect the game behavior of the target game object, and when a game behavior event is detected, it can generate a credit change request and obtain the triggering object node indicated by the game behavior event based on the credit change request.
[0100] Optionally, a game behavior event may cause the game credit value of the triggering target node to increase or decrease. Optionally, one game behavior event may correspond to one or at least two triggering target nodes. This game behavior event can be considered as an event that triggers game credit behavior. Optionally, this game credit behavior can be considered to include malicious credit behavior and beneficial credit behavior. This game credit behavior can be updated, for example, by deleting some or all of the game credit behavior, changing some or all of the game credit behavior, or adding game credit behavior, etc., without limitation. Malicious credit behavior can be considered as behavior that, when triggered, leads to a decrease in game credit value, and beneficial credit behavior can be considered as behavior that, when triggered, leads to an increase in game credit value. Optionally, this game credit behavior can also include neutral credit behavior, which can be considered as behavior that, when triggered, leads to an increase or decrease in game credit value. For example, there can be multiple target nodes triggering this neutral credit behavior, and when triggered, the game credit value of some target nodes may increase, while the game credit value of others may decrease. Among them, malicious credit behavior, beneficial credit behavior, and neutral credit behavior are credit behaviors used to indicate the way they affect the game's credit value.
[0101] Optionally, malicious credit behavior may include, but is not limited to: 1) violations of game rules, such as cheating, sending irrelevant messages like advertisements, sending abusive messages, or engaging in passive gameplay such as AFK (away from keyboard); 2) being reported or complained about by multiple target nodes in the game, with clear evidence meeting the conditions for credit change; 3) the decrease in the game credit value of relevant voting target nodes in historical credit change records. Beneficial credit behavior may include, but is not limited to: 1) completing tasks, activities, or achievements issued by game management nodes; 2) completing multiplayer team dungeons and engaging in friendly social interactions without AFK or cheating; 3) voting and confirming the credit change records of other target nodes; 4) submitting effective game improvement suggestions, such as reporting suggestions for discovered game vulnerabilities, or providing valuable feedback and suggestions for the game. Neutral credit behavior may include, but is not limited to: 1) reporting another target node, with evidence of the report and the evidence being valid. The above are only some examples of possible game credit behaviors. In specific use, these game credit behaviors can be modified, such as deleted, updated, or added, without restriction.
[0102] For example, after acquiring a game behavior event, the target device node can obtain the triggering object node indicated by that game behavior event. This triggering object node can belong to N object nodes. For instance, if object node A is idle for an extended period while participating in a team battle (PlayerKilling, PK), the target device node acquires the game behavior event of object node A's prolonged idleness during team PK and obtains the triggering object node indicated by this event. In this example, the triggering object node is object node A. Alternatively, if object node A reports object node B's violation and sends corresponding proof of the violation, upon confirming the accuracy of the proof, the target device node acquires the game behavior event of object node A reporting object node B's violation and obtains the triggering object node indicated by this event. In this example, the triggering object nodes include object node A and object node B, etc. In other words, the number of triggering object nodes indicated by a game behavior event can be one or at least two; there is no limitation on this.
[0103] Optionally, node detection can be performed on the target device node. If the target device node is a normal node, the triggering object node indicated by the game behavior event can be obtained in the game scene. For example, if the target device node is a game management node or service node, identity detection can be performed on the target device node. If the identity information detection of the target device node passes, the target device node is determined to be a normal node; if the identity information detection of the target device node fails, the target device node is determined to be an abnormal node. For example, if the target device node is the object node where the game object is located (denoted as the target object node), the target game credit value corresponding to the target object node can be obtained, that is, the game credit value of the target object node at this time. If the target game credit value is greater than or equal to the normal threshold of the node, the target device node is determined to be a normal node; if the target game credit value is less than the normal threshold of the node, the target device node is determined to be an abnormal node. Optionally, if the target device node is an abnormal node, a node abnormal message can be output. This node abnormal message may include abnormal data. For example, when the target device node is a game management node or a service node, if the target device node is an abnormal node, the abnormal data may include abnormal identity data of the target device node. For example, when the target device node is a target object node, if the target device node is an abnormal node, the abnormal data may include abnormal node credit data of the target device node.
[0104] Step S402: Obtain the amount of resource change data for the triggering object node in the game behavior event, and generate event change information based on the amount of resource change data and the game behavior event.
[0105] In this embodiment, the target device node can obtain the amount of resource change data for the triggering target node in a game behavior event. Optionally, the target device node can obtain the game credit behavior corresponding to the game behavior event and the amount of resource change data for the game credit behavior corresponding to the game behavior event. That is, there can be a mapping relationship between game credit behavior and change data amount, and the target device node can obtain the amount of resource change data for the game credit behavior corresponding to the game behavior event from the mapping relationship.
[0106] Alternatively, the target device node can obtain the remaining resource data volume of the virtual resources included in the game resource pool and the event level of the game behavior event; based on the event level and the remaining resource data volume, the resource change data volume of the game behavior event can be determined. Optionally, the total resource data volume of the virtual resources can be considered fixed. With the increase of object nodes or the increase of the game credit value of object nodes, the data volume of virtual resources included in the game resource pool may decrease. Therefore, the resource change data volume of the game behavior event can be determined based on the remaining resource data volume of the virtual resources included in the game resource pool. For example, the event level of the game behavior event can be obtained, the event resource ratio can be determined based on the event level, and the resource change data volume of the game behavior event can be determined based on the event resource ratio and the remaining resource data volume. For example, assuming the remaining resource data volume is 100 and the event resource ratio is 2%, the resource change data volume of the game behavior event can be 2.
[0107] Alternatively, the target device node can obtain the game credit behavior corresponding to the game behavior event. In the triggering target node's corresponding triggering target credit blockchain, it can obtain the historical behavior events associated with this game credit behavior, the occurrence count of these historical behavior events, and determine the resource change data volume of the triggering target node based on this occurrence count. Specifically, the target device node can obtain the event resource change coefficient corresponding to the event occurrence count. Based on this event resource change coefficient and the initial data volume of the game credit behavior, it can determine the resource change data volume of the triggering target node. Here, the event resource change coefficient refers to the coefficient by which the resource change data volume changes for the same target device node as the same game credit behavior-related event occurs. For example, assuming the historical behavior event occurrence count is 3, the event resource change coefficient corresponding to the occurrence count is 30%, and the initial data volume of the game credit behavior is 10, then the resource change data volume of the triggering target node can be determined to be 3. Optionally, the event resource change coefficient for game credit behaviors that increase game credit value can decrease as the number of events increases; conversely, the event resource change coefficient for game credit behaviors that decrease game credit value can increase as the number of events increases. In other words, for game objects that repeatedly perform the same game credit behavior (that decreases game credit value), the penalty can be gradually increased to strengthen the punishment and limit the object's violations (i.e., behaviors that decrease game credit value). Conversely, for game objects that repeatedly perform the same game credit behavior (that increases game credit value), the reward can be gradually reduced to decrease the likelihood of the object manipulating game credit value, thereby improving the credibility of game credit value. Optionally, the event resource change coefficient for game credit behaviors can also decrease as the number of events increases to reduce the impact of the same game credit behavior on the triggering node's credit, thereby improving the management effectiveness of game credit behaviors and the accuracy of game credit value changes. Optionally, the rules for changing the event resource change coefficient can be updated as needed, without restriction.
[0108] Alternatively, game behavior events include malicious behavior events and reporting behavior events for malicious behavior events. Triggering target nodes include penalty target nodes that trigger malicious behavior events and incentive target nodes that trigger reporting behavior events. Specifically, the target device node can obtain the historical resource data volume of the penalty target node, determine the resource change data volume of the penalty target node based on the historical resource data volume, and generate event change information for transferring the resource change data volume from the penalty target node to the incentive target node. Specifically, the target device node can determine the penalty resource change data volume of the penalty target node and the incentive resource change data volume of the incentive target node based on the historical resource data volume of the penalty target node. That is, the resource change data volume of the triggering target node includes both the penalty resource change data volume of the penalty target node and the incentive resource change data volume of the incentive target node. The target device node can obtain the virtual resources corresponding to the incentive resource change data volume from the virtual resources corresponding to the penalty resource change data volume obtained from the penalty target node, and transfer the virtual resources corresponding to the incentive resource change data volume to the incentive target node. Therefore, the penalty resource change data volume and the incentive resource change data volume can be determined based on the historical resource data volume of the penalty target node.
[0109] Optionally, the target device node can obtain a first penalty resource ratio and a first incentive resource ratio. Based on the first penalty resource ratio, it determines the penalty resource change data volume of the penalized target node from the historical resource data volume, and based on the first incentive resource ratio, it determines the incentive resource change data volume of the incentive target node from the penalty resource change data volume. For example, assuming the first penalty resource ratio is 0.3, the first incentive resource ratio is 0.5, and the historical resource data volume is 100, then the penalty resource change data volume is (100 * 0.3 = 30), and the incentive resource change data volume is (30 * 0.5 = 15). That is, the penalty resource change data volume = historical resource data volume * first penalty resource ratio, and the incentive resource change data volume = penalty resource change data volume * first incentive resource ratio. Here, the first penalty resource ratio and the first incentive resource ratio can be used to represent the proportions of the required penalty resource change data volume and incentive resource change data volume. Specifically, the first penalty resource percentage can be used to represent the proportion of historical resource data, and to represent the proportion required to obtain penalty resource change data from historical resource data. For example, if the first penalty resource percentage is 0.3, it means that 0.3 times the historical resource data is determined as the penalty resource change data. The first incentive resource percentage can be used to represent the proportion of the determined penalty resource change data, and to represent the proportion required to determine the incentive resource change data from the penalty resource change data. For example, if the first incentive resource percentage is 0.5, it means that 0.5 times the penalty resource change data is determined as the incentive resource change data. In other words, this method allows for the punishment of a node based on its existing virtual resources, and the reward of an incentive node from the reclaimed virtual resources. Essentially, it involves punishing a node and using a portion of the reclaimed virtual resources to reward the incentive node, while returning the remainder to the game resource pool. This avoids situations where excessive virtual assets are punished or rewarded at once, negatively impacting the normal gaming experience of either the punished or incentive node, or where the amount of virtual assets punished or rewarded at once is too small for either the punished or incentive node, thus failing to achieve the purpose of credit management.
[0110] Optionally, the target device node can obtain the second penalty resource ratio and the second incentive resource ratio. Based on the second penalty resource ratio, it can determine the penalty resource change data volume of the penalized target node from the historical resource data volume, and based on the second incentive resource ratio, it can determine the incentive resource change data volume of the incentive target node from the historical resource data volume, etc. For example, assuming the second penalty resource ratio is 0.3, the second incentive resource ratio is 0.05, and the historical resource data volume is 100, then the penalty resource change data volume can be obtained as (100 * 0.3 = 30), and the incentive resource change data volume can be obtained as (100 * 0.05 = 5). The penalty resource change data volume = historical resource data volume * second penalty resource ratio, and the incentive resource change data volume = historical resource data volume * second incentive resource ratio, etc. The second penalty resource ratio and the second incentive resource ratio can be used to represent the proportions of the required penalty resource change data volume and incentive resource change data volume. Specifically, the second penalty resource percentage can represent the proportion of historical resource data. It indicates the proportion needed to determine the penalty resource change data from historical resource data. For example, a second penalty resource percentage of 0.3 means that 0.3 times the historical resource data is defined as the penalty resource change data. Similarly, the second incentive resource percentage can represent the proportion of historical resource data. It indicates the proportion needed to determine the incentive resource change data from historical resource data. For example, a second incentive resource percentage of 0.5 means that 0.5 times the historical resource data is defined as the incentive resource change data. In other words, this method allows for the penalty of a node based on its existing virtual resources, while also rewarding an incentive node, simplifying the determination of the resource change data.
[0111] Optionally, the amount of resource change data for punishment and the amount of resource change data for incentive can be the same. That is, the target device node can directly determine the amount of resource change data for the triggering target node based on the amount of historical resource data. The amount of resource change data here can represent the amount of resource change data for punishment of the target node or the amount of resource change data for incentive of the target node.
[0112] The above are several optional methods for determining the amount of penalty resource change data and incentive resource change data based on the historical resource data volume of the penalty object node. In practical applications, the methods are not limited to the above methods, that is, they are not limited to using the first penalty resource ratio and the first incentive resource ratio, or using the second penalty resource ratio and the second incentive resource ratio, or using the same amount of penalty resource change data and incentive resource change data, etc.
[0113] Optionally, in the process of obtaining the amount of penalty resource change data and incentive resource change data described above, the upper limit threshold, lower limit threshold, upper limit threshold, and lower limit threshold of penalty change can be obtained. Optionally, based on the process of determining the amount of penalty resource change data and incentive resource change data based on the historical resource data of the penalty target node, an initial penalty change data amount can be obtained. If the initial penalty change data amount is less than the lower limit threshold, the lower limit threshold is determined as the penalty resource change data amount of the penalty target node; if the initial penalty change data amount is greater than the upper limit threshold, the upper limit threshold is determined as the penalty resource change data amount of the penalty target node. Based on the above process, an initial incentive change data amount can be obtained. If the initial incentive change data amount is less than the lower limit threshold, the lower limit threshold is determined as the incentive resource change data amount of the incentive target node; if the initial incentive change data amount is greater than the upper limit threshold, the upper limit threshold is determined as the incentive resource change data amount of the incentive target node. For example, when determining the amount of penalty resource change data for the penalized target node from historical resource data based on the first penalty resource ratio, the initial penalty change data for the penalized target node can be determined from historical resource data based on the first penalty resource ratio. Then, the initial penalty change data amount is compared with the upper and lower penalty change thresholds to obtain the amount of penalty resource change data for the penalized target node. Similarly, the initial incentive change data amount for the incentive target node can be determined from the amount of penalty resource change data based on the first incentive resource ratio. Alternatively, the initial penalty change data amount for the penalized target node can be determined from historical resource data based on the second penalty resource ratio, and the initial incentive change data amount for the incentive target node can be determined from historical resource data based on the second incentive resource ratio, etc. By setting upper and lower thresholds for penalty and incentive changes, the upper and lower limits of punishment can be set when a node exhibits malicious behavior. This ensures the severity of punishment remains within a reasonable range, reducing the likelihood of insufficient punishment or excessive punishment that could negatively impact gameplay. Similarly, setting upper and lower limits for incentives keeps the intensity of incentives within a reasonable range, reducing the likelihood of insufficient incentives leading to reluctance to report malicious behavior or excessive incentives negatively affecting the game environment. In other words, it keeps the severity of punishment or incentives within a reasonable range, improving the rationality of determining the amount of resource change data.
[0114] Optionally, when the triggering target node includes a punishment target node that triggers a malicious behavior event and an incentive target node that triggers a reporting behavior event, the punishment resource change data volume of the punishment target node and the incentive resource change data volume of the incentive target node can also be determined based on the above mapping relationship, the remaining resource data volume of the virtual resources included in the game resource pool, or the resource change data volume determined by the number of times the event occurs.
[0115] The game resource pool is used to store virtual resources that have not yet been circulated to the object nodes. Optionally, the total amount of virtual resource data can be fixed. The virtual resources circulate between the game resource pool and object nodes, etc. The virtual resources can be considered as game virtual assets, or as a kind of currency used to describe the game credit attributes of game objects. That is to say, the virtual resources can be considered as the circulating currency in the credit blockchain network of this application (also called game virtual assets, or game credit coins, etc.).
[0116] Furthermore, the target device node can generate event change information based on the acquired resource change data volume and game behavior events. This event change information can be considered a credit change record, representing the game behavior event that triggered the credit change, and the resulting resource change data volume. Optionally, the event change information may also include the triggering object node, etc.
[0117] Step S403: Obtain the participating object nodes in the game scene, obtain the consensus voting results of the participating object nodes on the event change information, and determine the game credit change value of the triggering object node based on the consensus voting results and the event change information.
[0118] In this embodiment, the target device node can acquire participating object nodes within the game scene. These participating object nodes can be considered as object nodes other than the triggering object node among the object nodes included in the game scene. For example, if the game scene is a ten-player team battle instance involving game objects 1 to 10, and assuming the acquired triggering object node is the object node corresponding to game object 3, then the target device node can acquire participating object nodes within the game scene, including the object nodes corresponding to game objects 1 and 2, and the object nodes corresponding to game objects 4 to 10, etc. Since the game objects corresponding to these participating object nodes are directly involved in the game scene, they will have a clearer understanding of the game behavior events. Therefore, by acquiring the participating object nodes, consensus on event change information can be reached, thereby improving the accuracy of the consensus. Optionally, to further improve the reliability of consensus, the game scenario can be considered to include a first game scenario and a second game scenario. The first game scenario refers to the scenario where the game behavior event occurred, and the second game scenario can be considered the target game application where the game behavior event occurred. In other words, the first game scenario belongs to the second game scenario, and the first game scenario occurs within the target game application indicated by the second game scenario. For example, assuming the first game scenario is a "5V5 team battle instance" in game XX, the second game scenario is that game XX. The target device node can obtain the first object node in the first game scenario. If the number of first object nodes is greater than or equal to the node consensus threshold, then the first object node is identified as a participating object node for the game behavior event. If the number of first object nodes is less than the node consensus threshold, then the second object node in the second game scenario is obtained, and both the first and second object nodes are identified as participating object nodes for the game behavior event. By using the first and second game scenarios, the correlation between participating object nodes and game behavior events can be guaranteed when a sufficient number of object nodes participate in the consensus. Since the higher the correlation, the more information about the game behavior events is obtained, the reliability and accuracy of the consensus can be improved.
[0119] Optionally, since some of the N object nodes may not be registered with the credit blockchain network, the target device node can obtain the initial object nodes in the game scenario and identify the object nodes registered with the credit blockchain network among these initial object nodes as participating object nodes. For example, when obtaining the initial object nodes in the game scenario, it can obtain the initial object nodes in the game scenario. Alternatively, it can obtain the first initial object nodes in the first game scenario, and from these, obtain the first object nodes registered with the credit blockchain network. If the number of first object nodes is greater than or equal to the node consensus threshold, then the first object nodes are identified as participating object nodes for the game behavior event; if the number of first object nodes is less than the node consensus threshold, then it can obtain the second initial object nodes in the second game scenario, and from these, obtain the second object nodes registered with the credit blockchain network. The obtained first and second object nodes are then identified as participating object nodes for the game behavior event. Since a game application often involves a large number of object nodes, in order to further improve the reliability of consensus, participating object nodes are obtained based on the first and second game scenarios. Generally, a sufficient number of participating object nodes can be obtained, which can achieve the goal of improving the reliability and accuracy of consensus.
[0120] Furthermore, the target device node can send event change information to the participating nodes to achieve consensus on the event change information. The consensus voting results of the participating nodes regarding the event change information are obtained; the consensus voting results include passed and failed votes. Further, the target device node can obtain the total number of participating nodes and determine the consensus passing threshold based on the total number of participating nodes. For example, the target device node can obtain the consensus weight and determine the consensus passing threshold based on the consensus weight and the total number of participating nodes. In this case, the consensus passing threshold can be considered as total number of participating nodes * consensus weight. For example, assuming the total number of participating nodes is 10 and the consensus weight is 0.5, the consensus passing threshold can be considered as (10 * 0.5 = 5). Further, the node weight of the participating nodes can be obtained, and the consensus voting results are weighted and summed based on the node weights to obtain the number of passed votes. Alternatively, the number of participating nodes whose consensus voting results are passed can be obtained, and this number is determined as the number of passed votes. Furthermore, if the number of votes in favor is greater than or equal to the consensus threshold, the consensus voting result is determined to indicate the consensus success result; in other words, the consensus result for the event change information is determined to be the consensus success result. If the number of votes in favor is less than the consensus threshold, the consensus voting result is determined to indicate the consensus failure result; in other words, the consensus result for the event change information is determined to be the consensus failure result.
[0121] Furthermore, if the consensus voting result of the participating nodes on the event change information indicates a consensus pass, then the process of determining the game credit change value of the triggering node based on the consensus voting result and the event change information can be executed. Optionally, if the consensus voting result of the participating nodes on the event change information indicates a consensus failure, then the event change information can be discarded. Alternatively, if the consensus voting result of the participating nodes on the event change information indicates a consensus failure, then the consensus voting result and the event change information can be backed up. This allows for the recording of game behavior events as much as possible, so that even if the game behavior event does not affect the credit of the triggering node, it can still serve as a reference for the triggering node's game credit, improving the comprehensiveness of game credit management.
[0122] Furthermore, the target device node can obtain the node weights of the participating nodes. Based on these node weights, the consensus voting results are weighted and summed to obtain the number of votes passed. This can be represented as: Number of votes passed = ∑(Consensus voting results * Node weights), where passed votes are recorded as 1 and failed votes as 0. This weighted summation process yields the number of votes passed. Further, a resource coefficient can be obtained. Based on the resource coefficient and the number of votes passed, the amount of resource change data is converted into credit, resulting in the game credit change value for the triggering node. The resource coefficient is the coefficient used to convert virtual resources into game credit. For example, this game credit change value can be represented as: Number of votes passed * Resource coefficient * Amount of resource change data. The resource coefficient can be considered as a coefficient provided by the game management node, or a coefficient jointly recognized and provided by the game management node and the service node, or a coefficient jointly provided by the nodes included in the credit blockchain network, etc. There are no restrictions here. The resource coefficient is used to represent the coefficient for converting virtual resources into game credit, or it can be said to be the coefficient for converting the amount of resource change data into the value of game credit change, realizing the conversion between virtual resources and game credit. The resource coefficient can be considered as the credit value coefficient of virtual resources.
[0123] Optionally, the target device node can obtain the node game credit value of the participating target nodes, and determine the node weight of the participating target node by the ratio of the node game credit value to the basic game credit value. That is, node weight = node game credit value / basic game credit value. The node game credit value of the participating target node can be considered as the current game credit value of the participating target node at the time of obtaining the participating target node's game credit value. For example, the node game credit value obtained when obtaining the participating target node's game credit value on XX / XX / XX at XX:XX:XX is the game credit value possessed by the participating target node at that time. The basic game credit value can be considered as the initial game credit value of each target node when joining the credit blockchain network. It can be considered that an initial game credit value can be allocated to a target node, and the virtual resources of the target node can be considered as having default virtual resources, such as zero.
[0124] Furthermore, the target device node can, if it finds the trigger object credit blockchain corresponding to the trigger object node, execute the process of determining the game credit change value of the trigger object node based on the consensus voting results and event change information; if it does not find the trigger object credit blockchain corresponding to the trigger object node, it creates the trigger object credit blockchain, obtains the trigger object information of the trigger object node, and when the trigger object information is verified, it generates the trigger initial block based on the trigger object information, adds the trigger initial block to the trigger object credit blockchain, and executes the process of determining the game credit change value of the trigger object node based on the consensus voting results and event change information.
[0125] Optionally, the game credit change value can be obtained first, and then the trigger object credit blockchain can be searched. Specifically, the target device node can determine the game credit change value of the trigger object node based on the consensus voting results and event change information, and search for the trigger object credit blockchain in the credit blockchain network. If the trigger object credit blockchain is found, step S404 is executed; if the trigger object credit blockchain is not found, a trigger object credit blockchain is created, the trigger object information of the trigger object node is obtained, and when the trigger object information is verified, a trigger initial block is generated based on the trigger object information, and the trigger initial block is added to the trigger object credit blockchain, and step S404 is executed.
[0126] Optionally, when generating the initial trigger block, the target device node can assign a trigger node key pair to the trigger object node based on the trigger object information, and obtain the initial trigger resource data volume and initial trigger game credit value of the trigger object node. The initial trigger block is generated based on the trigger node key pair, the initial trigger resource data volume, and the initial trigger game credit value. Optionally, the initial trigger block may also include trigger object information, etc. The trigger node key pair is used to indicate the trigger object resource address of the trigger object node. This initial trigger block can be considered a credit block in the trigger object credit blockchain.
[0127] Step S404: Generate a credit change block based on the game credit change value, and add the credit change block to the trigger object credit blockchain corresponding to the trigger object node.
[0128] In this embodiment, the target device node can obtain the historical game credit value and historical resource data volume of the triggering target node. Specifically, the target device node can search for the first historical credit block with the largest block height that is associated with credit in the triggering target credit blockchain, and obtain the historical game credit value of the triggering target node from the first historical credit block. Here, the block associated with credit refers to a block that includes the game credit value. That is, the first historical credit block is related to the triggering target node, includes information related to the triggering target node's game credit value, and is the block with the largest block height among the blocks related to the triggering target node and including the triggering target node's game credit value. For example, the triggering target credit blockchain can be traversed from largest to smallest block height until a block related to the triggering target node and including information related to the triggering target node's game credit value is found. The found block can be identified as the first historical credit block. For example, assuming that credit blocks 1, 3, and 7 contain information about the game credit value of the triggering node, where 1, 3, and 7 represent the block height of the corresponding credit blocks, then credit block 7 can be identified as the first historical credit block. The second historical credit block, which is associated with the resource and has the largest block height, can be found in the triggering node's blockchain. From this second historical credit block, the historical resource data of the triggering node can be obtained. Here, a block associated with the resource refers to a block that includes virtual resources. That is, the second historical credit block is related to the triggering node, includes information about the triggering node's virtual resources, and is the block with the largest block height among those related to and including the triggering node's virtual resources. For example, the triggering node's credit blockchain can be traversed from largest to smallest block height until a block related to the triggering node and including information about the triggering node's virtual resources is found. This found block can be identified as the second historical credit block. For example, assuming that credit blocks 1, 7, and 8 contain information about virtual resources of the triggering node, where 1, 7, and 8 represent the block height of the corresponding credit blocks, then credit block 8 can be identified as the second historical credit block. Since this virtual resource can be used for transactions, in the credit blockchain network, this virtual resource may also be associated with credit blocks representing the transaction process of the virtual resource. Therefore, the first historical credit block and the second historical credit block may be the same credit block or different credit blocks. Furthermore, the historical resource data volume can be updated based on the resource change data volume to obtain the updated resource data volume, and the historical game credit value can be updated based on the game credit change value to obtain the updated game credit value. It can be considered that the updated resource data volume = historical resource data volume + resource change data volume, and the updated game credit value = historical game credit value + game credit change value.Furthermore, a credit change block can be generated based on historical game credit values, historical resource data volume, updated resource data volume, and updated game credit values. Optionally, this credit change block may also include event change information (i.e., game behavior events and resource change data volume, etc.) and event voting data, such as participating nodes and their consensus voting results regarding event change information. The credit change block can be added to the triggering node's corresponding triggering object credit blockchain. This credit change block can be considered a credit block within the triggering object's credit blockchain.
[0129] Optionally, the credit change block can be sent to a consensus node. When the consensus node reaches a consensus on the credit change block, it adds the credit change block to the credit blockchain of the triggering node. This consensus node can be one of the participating nodes mentioned above, or a node obtained from the credit blockchain network. Alternatively, the consensus node can include participating nodes, game management nodes, and service nodes, etc., without limitation.
[0130] Optionally, if the resource change data volume is positive, the virtual resource to be transferred corresponding to the resource change data volume is retrieved from the game resource pool, and the virtual resource to be transferred is transferred to the trigger object resource address associated with the trigger object node. If the resource change data volume is negative, the virtual resource to be recycled corresponding to the resource change data volume is retrieved from the trigger object resource address, and the virtual resource to be recycled is added to the game resource pool. Optionally, if the trigger object node includes a penalty object node and an incentive object node, when the penalty resource change data volume is the same as the incentive resource change data volume, a first virtual resource can be retrieved from the penalty object resource address of the penalty object node based on the penalty resource change data volume, and the first virtual resource is transferred to the incentive object resource address of the incentive object node. When the penalty resource change data volume is greater than the incentive resource change data volume, a second virtual resource corresponding to the penalty resource change data volume can be retrieved from the penalty object resource address of the penalty object node, the incentive virtual resource corresponding to the incentive resource change data volume in the second virtual resource can be transferred to the incentive object resource address of the incentive object node, and the virtual resources in the second virtual resource other than the incentive virtual resource can be added to the game resource pool. When the amount of penalty resource change data is less than the amount of incentive resource change data, a third virtual resource can be obtained from the penalty target resource address of the penalty target node based on the penalty resource change data amount. This third virtual resource is then transferred to the incentive target resource address of the incentive target node. A fourth virtual resource is then obtained from the game resource pool and transferred to the incentive target resource address of the incentive target node. The sum of the third and fourth virtual resources corresponds to the amount of incentive resource change data. Specifically, the third virtual resource refers to the virtual resource obtained from the penalty target resource address that corresponds to the amount of penalty resource change data. For example, if the amount of penalty resource change data is 10, then the third virtual resource refers to the 10 virtual resources obtained from the penalty target resource address. The fourth virtual resource refers to the virtual resource obtained from the game resource pool that corresponds to the difference between the amount of incentive resource change data and the amount of penalty resource change data. In other words, the fourth virtual resource is equivalent to the resource supplemented to the incentive target node based on the third virtual resource. For example, assuming that the amount of incentive resource change data is 15 and the amount of penalty resource change data is 10, then the fourth virtual resource refers to (15-10=5) virtual resources obtained from the game resource pool.
[0131] For a given object node, its public key can be obtained, and its object resource address can be determined based on this public key. This object node can be any object node. Similarly, the incentive object resource address of the incentive object node, the trigger object resource address associated with the trigger object node, and the penalty object resource address of the penalty object node can be obtained. In other words, the object resource address of any object node can be obtained through this process.
[0132] Furthermore, credit checks can be performed on object nodes based on the object node's credit blockchain. If an anomaly is detected, the associated object nodes can be identified and a credit anomaly message can be sent to them. This enables credit checks on all object nodes in the credit blockchain network, improving the accuracy of detecting game black market activities. The associated object nodes can refer to nodes with which the object node has interactive relationships, including but not limited to social relationships (such as game friends or chat relationships) and team relationships. By sending credit anomaly messages to the associated object nodes, these nodes receive the message and their trust in the detected object node decreases. This reduces the detected object node's ability to influence other object nodes, lowering its value in the game and making it harder for game black market activities to profit from it. This improves the accuracy of detecting game black market activities, reduces their occurrence, and enhances game security. Optionally, when an abnormal credit status is detected in the target node, an abnormal credit status message can be sent to the game management node and service node, so that the game management node and service node can manage the black market activities in the game.
[0133] Taking the triggering target node as an example, in one approach, a test credit block can be obtained from the triggering target's credit blockchain. From this test credit block, the test game credit value of the triggering target node can be obtained. This test credit block refers to the credit block with the highest block height in the triggering target's credit blockchain that is associated with the game credit value (i.e., credit association). This test credit block is related to the triggering target node. If the test game credit value is less than the object's trust threshold, the permissions of the triggering target node are updated, the associated object nodes of the triggering target node are obtained, and a triggering target exception message is sent to the associated object nodes. Optionally, the triggering target exception message can be sent to game management nodes and service nodes, etc. In this case, the triggering target exception message can be considered a credit exception message targeting the triggering target node.
[0134] In one approach, the game credit value generated by the triggering node within the credit statistics period is obtained from the triggering node's credit blockchain. If the distribution of the game credit value generated within the credit statistics period is abnormal, such as a sudden change or excessive fluctuation in the distribution, it can be considered that the distribution of the game credit value generated within the credit statistics period is abnormal. In this case, the associated object nodes of the triggering node are obtained, and a credit change abnormality message is sent to the associated object nodes and the game management node. Optionally, when the distribution is abnormal, the permissions of the triggering node can be updated. Optionally, a credit change abnormality message can be sent to the game management node and service nodes, etc. In this case, the credit change abnormality message can be considered a credit abnormality message specifically for the triggering node.
[0135] When updating permissions for a triggering node, the exception level of that node can be obtained, and permissions can be updated based on that exception level. For example, if the exception level is high, the triggering node can be prohibited from engaging in any game activities, i.e., its game participation permissions can be restricted; if the exception level is low, some of the triggering node's permissions can be restricted, such as limiting certain game activities, such as game chat, team formation, or adding friends, without further restrictions.
[0136] Similarly, credit checks can be performed on any object node based on the example of the triggering object node.
[0137] Optionally, in response to a transaction request for game items, the system can obtain the target virtual resources of the triggering node and the game resource data volume of the game item; retrieve the virtual resources to be traded corresponding to the game resource data volume from the target virtual resources, add the virtual resources to be traded to the game resource pool, and send the game item to the game account of the triggering node; based on the game resource data volume and the target virtual resource data volume, generate an item transaction block and add the item transaction block to the triggering node's credit blockchain. This item transaction block can be considered a credit block in the triggering node's credit blockchain.
[0138] In this embodiment, the triggering target node indicated by the game behavior event is obtained in the game scene; the triggering target node refers to the target node whose credit change is triggered by the game behavior event; the amount of resource change data for the triggering target node in the game behavior event is obtained, and event change information is generated based on the amount of resource change data and the game behavior event; the participating target nodes in the game scene are obtained, and the consensus voting results of the participating target nodes on the event change information are obtained, and the game credit change value of the triggering target node is determined based on the consensus voting results and the event change information; a credit change block is generated based on the game credit change value, and the credit change block is added to the triggering target credit blockchain corresponding to the triggering target node. Through the above process, the credit of target nodes in the game is managed based on blockchain. By leveraging the characteristics of blockchain, the openness, transparency, and credibility of game credit values are ensured. Furthermore, the credit of target nodes is quantified based on virtual resources and game credit values. The target nodes that participated in the game scenario that triggered the credit change reach a consensus on the credit change, which makes game black market activities more accurately identified. Moreover, the target nodes are related to the game scenario that triggered the credit change and have a better understanding of the events that occurred in that game scenario. That is, they understand the game behavior events, improve the accuracy of the relevant data on credit changes caused by game behavior events, and thus improve the security of the game.
[0139] Optional, see below Figure 5 , Figure 5 This is a schematic diagram of a block management scenario provided in an embodiment of this application. For example... Figure 5As shown, a credit blockchain network composed of management objects and game objects can be established. For example, currently, there exists game object A and its object credit blockchain 5011, which can include the initial block A of game object A; there exists game object B and its object credit blockchain 5012, which can include the initial block B of game object B; and there exists game object C and its object credit blockchain 5013, which can include the initial block C of game object C. Credit change records can be generated based on different game behavior events in different game scenarios, triggering smart contracts to calculate resource change data. Through active submission or passive confirmation, combined with a consensus mechanism, relevant players in the game scenario can vote to decide whether to generate a new credit block and add it to the blockchain. For example, object node B of game object B or object node C of game object C actively submits or passively confirms a credit change record, invoking a smart contract. This smart contract retrieves the triggering object node indicated by the game behavior event, assuming it's object node A of game object A. Based on the resource change data volume and the game behavior event, event change information is generated and sent to participating object node 502. Participating object node 502 votes on the event change information, obtaining the consensus voting result. Based on the consensus voting result and the event change information, the game credit change value of the triggering object node is determined. A credit change block is generated based on this value and added to the triggering object credit blockchain corresponding to the triggering object node, i.e., object credit blockchain 5011 of object node A. Optionally, the data generated in the above process (such as event change information, game credit change value, and event voting data) can also be added to the credit backup database 503 for backup. Optionally, a detection module can detect the credit of each object node and send alarm notifications to associated object nodes.
[0140] Further, see Figure 6 , Figure 6 This is a schematic diagram of a block change scenario provided in an embodiment of this application. For example... Figure 6As shown, assuming the target node generates a credit change request, generates event change information based on the credit change request, and sends the event change information to the participating nodes, which refer to the object nodes 603 included in the game scene, excluding the triggering node 602. The consensus voting results of the participating nodes regarding the event change information can be obtained. If the consensus voting result indicates a consensus failure, the event change information is backed up to the credit backup database. If the consensus voting result indicates a consensus success, the game credit change value is obtained. The existence of the triggering node 602 in the credit blockchain network is checked; that is, whether a triggering object credit blockchain for the triggering node 602 exists in the credit blockchain network is considered. If the node does not exist, a triggering object credit blockchain is created, an initial trigger block is generated, and the initial trigger block is added to the triggering object credit blockchain. Further credit change blocks are generated and processed on the blockchain. If the node exists, a credit change block is generated and added to the found triggering object credit blockchain 601. Optionally, when performing credit checks on any object node, in addition to the above-mentioned credit checks, data related to the object node being checked can be obtained. For example, if the event change information was backed up when the consensus voting result indicated a consensus failure, such as in a credit backup database, then the un-on-chain credit data of the object node being checked might be obtained. Based on this un-on-chain credit data, further checks can be performed on the object node. For example, if the total amount of un-on-chain resource change data in the event change information included in the un-on-chain credit data is greater than or equal to the un-on-chain anomaly threshold, then the object node being checked can be determined to be abnormal. In this way, even if the object node's credit value is normal, but the object node has committed multiple violations, it can still be considered abnormal, thereby improving the management of game anomalies and enhancing game security. Optionally, to prevent malicious reporting—for example, if there is a conflict between game object A and game object B, there might be malicious reporting of events related to game object B, i.e., reporting malicious behavior events that game object B did not perform, or malicious reporting together with related game objects—then, when detecting off-chain credit data, the reporting object nodes included in the off-chain credit data can be obtained. If the number of reporting object nodes is at least two, and there are object nodes belonging to the same object cluster among these at least two reporting object nodes, then the number of abnormal nodes belonging to the same object cluster is obtained. If the number of abnormal nodes is greater than or equal to the reporting anomaly threshold, then the off-chain credit data can be deleted.Specifically, this includes situations where the object association degree between object nodes in the same object cluster is greater than or equal to the intimacy threshold, or where there exists a central object node whose object association degree with all object nodes included in the object cluster is greater than or equal to the intimacy threshold. The above are just some examples of credit detection methods; other credit detection methods can also be used as needed, based on the credit blockchain network and credit backup database, to perform credit detection on object nodes.
[0141] Optionally, object nodes can actively register with the credit blockchain network. For example, taking an object node as an example, denoted as a node to be added to the chain, in response to the node's request to be added to the chain, the system obtains the node's information. After the information of the node to be added to the chain passes the check, an initial block for that node is generated based on the information. For details, please refer to the process of triggering the generation of the initial block for an object node. After the consensus of the initial block of the node to be added to the chain is passed, the initial block of the node to be added to the chain is added, resulting in an object credit blockchain that includes the initial block of the node to be added to the chain.
[0142] Optionally, the chain structure in the credit blockchain network of this application is not limited. For example, one object node can correspond to one object credit blockchain, one game application can correspond to one application credit blockchain, or there can be a general credit blockchain, etc. In other words, the credit blockchain network can be a multi-chain structure or a single-chain structure, etc.
[0143] For example, when a game application corresponds to an application credit blockchain, when adding a credit change block to the trigger object credit blockchain corresponding to the trigger object node, the game application where the trigger object node resides can be obtained, and the target application credit blockchain corresponding to the game application where the trigger object node resides can be obtained. The credit change block is then added to the target application credit blockchain. In this case, the trigger object credit blockchain corresponding to the trigger object node can be considered the target application credit blockchain of the game application where the trigger object node resides. At this point, the trigger object node can be searched in the target application credit blockchain. If a credit block corresponding to the trigger object node exists in the target application credit blockchain, the credit change block is added to the target application credit blockchain. If a credit block corresponding to the trigger object node does not exist in the target application credit blockchain, an initial trigger block can be generated based on the trigger object information upon successful verification, and this initial trigger block is added to the target application credit blockchain.
[0144] For example, if there exists a general credit blockchain, the credit blockchain corresponding to the triggering node can be considered part of this general credit blockchain. In this case, the triggering node can be searched within the credit blockchain. If a credit block corresponding to the triggering node exists, the credit change block is added to the credit blockchain. If no credit block corresponding to the triggering node exists, an initial trigger block can be generated based on the triggering node information upon successful verification of the triggering information, and this initial trigger block is then added to the credit blockchain.
[0145] Through the above process, the concept of virtual resources is proposed, and virtual credit assets for game objects are constructed. The total resource data volume of virtual assets remains unchanged. Through the aforementioned transactions and credit changes, the circulation of virtual resources is realized, solving the problem of virtual resource inflation. Based on blockchain, the generation and credit quantification of credit blocks for game objects based on game behavior events are standardized. Smart contracts are used for credit chain management, a decentralized storage scheme is employed, and low-latency synchronization and querying of the object credit blockchain are implemented. This fully utilizes the credit participation of game objects, controls, identifies, and reduces the generation of black market activities in the game, thereby improving game security.
[0146] Further, please see Figure 7 , Figure 7 This is a schematic diagram of a blockchain-based game processing device provided in an embodiment of this application. The blockchain-based game processing device can be a computer program (including program code, etc.) running on a computer device; for example, the blockchain-based game processing device can be an application software. This device can be used to execute the corresponding steps in the method provided in the embodiments of this application. Figure 7 As shown, the blockchain-based game processing device 700 can be used for Figure 4 Specifically, the computer device in the corresponding embodiment may include: a trigger acquisition module 11, a resource acquisition module 12, an information generation module 13, a participation acquisition module 14, a voting acquisition module 15, a credit determination module 16, a block generation module 17, and a block on-chain module 18.
[0147] The trigger acquisition module 11 is used to acquire the trigger object node indicated by the game behavior event in the game scene; the trigger object node refers to the object node whose credit change is triggered by the game behavior event.
[0148] Resource acquisition module 12 is used to acquire the amount of resource change data for the triggering object node in game behavior events;
[0149] Information generation module 13 is used to generate event change information based on the amount of resource change data and game behavior events;
[0150] The participation acquisition module 14 is used to acquire the participating object nodes in the game scene;
[0151] Voting Acquisition Module 15 is used to acquire the consensus voting results of participating nodes on event change information;
[0152] Credit determination module 16 is used to determine the game credit change value of the triggering target node based on the consensus voting results and event change information;
[0153] Block generation module 17 is used to generate credit change blocks based on game credit change values;
[0154] Block-on-chain module 18 is used to add credit change blocks to the credit blockchain of the triggering object node.
[0155] The resource acquisition module 12 includes:
[0156] Event parsing unit 121 is used to obtain the remaining resource data of virtual resources included in the game resource pool and to obtain the event level of game behavior events;
[0157] Resource determination unit 122 is used to determine the amount of resource change data for game behavior events based on the event level and the amount of remaining resource data.
[0158] Among them, game behavior events include malicious behavior events and reporting behavior events for malicious behavior events; triggering object nodes include penalty object nodes that trigger malicious behavior events and incentive object nodes that trigger reporting behavior events; the resource acquisition module 12 includes:
[0159] The penalty determination unit 123 is used to obtain the historical resource data volume of the penalty target node and determine the resource change data volume of the penalty target node based on the historical resource data volume of the penalty target node.
[0160] The information generation module 13 is specifically used for:
[0161] Generate event change information to transfer resource change data from the penalized node to the incentivized node.
[0162] The voting acquisition module 15 includes:
[0163] The information sending unit 151 is used to send event change information to the participating nodes so that the participating nodes can reach a consensus on the event change information.
[0164] The voting acquisition unit 152 is used to acquire the consensus voting results of the participating nodes for the event change information; the consensus voting results include the voting pass result and the voting failure result.
[0165] The device 700 also includes:
[0166] The consensus module 19 is used to determine the game credit change value of the triggering target node based on the consensus voting result and the event change information if the consensus voting result of the participating target node indicates that the consensus has passed.
[0167] The consensus failure module 20 is used to back up the consensus voting results and event change information if the consensus voting results of the participating nodes indicate a consensus failure result.
[0168] The device 700 also includes:
[0169] The threshold determination module 21 is used to obtain the total number of participating nodes of the participating object nodes and determine the consensus passing threshold based on the total number of participating nodes;
[0170] The weight acquisition module 22 is used to acquire the node weights of the participating object nodes;
[0171] The voting statistics module 23 is used to perform a weighted summation of the consensus voting results based on the node weights of the participating nodes to obtain the number of votes passed.
[0172] Result determination module 24 is used to determine the consensus voting result if the number of votes passed is greater than or equal to the consensus passing threshold, so as to indicate the consensus passing result;
[0173] The result determination module 24 is also used to determine the consensus voting result to indicate the consensus failure result if the number of votes passed is less than the consensus passing threshold.
[0174] The credit determination module 16 includes:
[0175] The quantity statistics unit 161 is used to obtain the node weights of the participating nodes, and to perform a weighted summation of the consensus voting results based on the node weights of the participating nodes to obtain the number of votes passed.
[0176] Credit conversion unit 162 is used to obtain resource coefficients, and based on the resource coefficients and the number of votes passed, to perform credit conversion on the amount of resource change data to obtain the game credit change value of the triggering object node; the resource coefficient refers to the coefficient that converts virtual resources into game credit.
[0177] The device 700 also includes:
[0178] The weight determination module 25 is used to obtain the node game credit value of the participating node and determine the node weight of the participating node by the ratio of the node game credit value to the basic game credit value.
[0179] The block generation module 17 includes:
[0180] The history acquisition unit 171 is used to acquire the historical game credit value and historical resource data volume of the triggering object node;
[0181] The credit update unit 172 is used to update the historical resource data based on the resource change data volume to obtain the updated resource data volume, and to update the historical game credit value based on the game credit change value to obtain the updated game credit value.
[0182] Block generation unit 173 is used to generate credit change blocks based on historical game credit value, historical resource data volume, updated resource data volume, and updated game credit value.
[0183] The device 700 also includes:
[0184] The resource transfer module 26 is used to obtain the virtual resource to be transferred corresponding to the resource change data volume from the game resource pool if the resource change data volume is positive, and transfer the virtual resource to be transferred to the trigger object resource address associated with the trigger object node.
[0185] The resource recycling module 27 is used to obtain the virtual resource to be recycled corresponding to the resource change data from the resource address of the triggering object if the resource change data is negative, and add the virtual resource to be recycled to the game resource pool.
[0186] The device 700 also includes:
[0187] The chain lookup module 28 is used to determine the game credit change value of the triggering object node based on the consensus voting results and event change information if the triggering object credit blockchain corresponding to the triggering object node is found.
[0188] The chain creation module 29 is used to create a trigger object credit blockchain if the trigger object node corresponding to the trigger object credit blockchain is not found, obtain the trigger object information of the trigger object node, generate the trigger initial block based on the trigger object information when the trigger object information is verified, add the trigger initial block to the trigger object credit blockchain, and execute the process of determining the game credit change value of the trigger object node based on the consensus voting results and event change information.
[0189] Specifically, when generating the initial trigger block based on the trigger object information, the chain creation module 29 includes:
[0190] The initial information acquisition unit 291 is used to allocate a trigger node key pair to the trigger object node based on the trigger object information, and to acquire the initial trigger resource data volume and the initial trigger game credit value of the trigger object node.
[0191] The initial generation unit 292 is used to generate the initial trigger block based on the trigger node key pair, the initial trigger resource data volume, and the initial trigger game credit value; the trigger node key pair is used to indicate the trigger object resource address of the trigger object node.
[0192] The device 700 also includes:
[0193] The test acquisition module 30 is used to obtain the testable credit block from the trigger object credit blockchain and obtain the testable game credit value of the trigger object node from the testable credit block. The testable credit block refers to the credit block located in the trigger object credit blockchain, which is associated with the game credit value and has the largest block height.
[0194] The exception sending module 31 is used to update the permissions of the triggering object node if the credit value of the game under test is less than the trust threshold of the object, obtain the associated object node of the triggering object node, and send the triggering object exception message to the associated object node.
[0195] The device 700 also includes:
[0196] The credit acquisition module 32 is used to obtain the game credit value generated by the triggering object node within the credit statistics period from the triggering object credit blockchain.
[0197] The exception sending module 31 is also used to obtain the associated object node of the triggering object node and send the credit change exception message to the associated object node and the game management node if the distribution of game credit value generated during the credit statistics period is abnormal.
[0198] The device 700 also includes:
[0199] The transaction response module 33 is used to respond to transaction requests for game items, obtain the target virtual resources of the triggering object node, and obtain the game resource data volume of the game item.
[0200] The resource trading module 34 is used to obtain the virtual resources to be traded corresponding to the amount of game resource data from the target virtual resources, add the virtual resources to be traded to the game resource pool, and send the game items to the game account of the triggering object node.
[0201] The transaction block generation module 35 is used to generate item transaction blocks based on the amount of game resource data and the amount of target virtual resource data, and add the item transaction blocks to the trigger object credit blockchain.
[0202] This application provides a blockchain-based game processing device. The device can obtain the triggering node indicated by a game behavior event in a game scene; the triggering node refers to the node whose credit change is triggered by the game behavior event; obtain the amount of resource change data for the triggering node in the game behavior event, and generate event change information based on the amount of resource change data and the game behavior event; obtain the participating nodes in the game scene, obtain the consensus voting results of the participating nodes on the event change information, determine the game credit change value of the triggering node based on the consensus voting results and the event change information; generate a credit change block based on the game credit change value, and add the credit change block to the triggering node's corresponding triggering node credit blockchain. Through the above process, the credit of target nodes in the game is managed based on blockchain. By leveraging the characteristics of blockchain, the openness, transparency, and credibility of game credit values are ensured. Furthermore, the credit of target nodes is quantified based on virtual resources and game credit values. The target nodes that participated in the game scenario that triggered the credit change reach a consensus on the credit change, which makes game black market activities more accurately identified. Moreover, the target nodes are related to the game scenario that triggered the credit change and have a better understanding of the events that occurred in that game scenario. That is, they understand the game behavior events, improve the accuracy of the relevant data on credit changes caused by game behavior events, and thus improve the security of the game.
[0203] See Figure 8 , Figure 8 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Figure 8 As shown, the computer device in this embodiment may include one or more processors 801, a memory 802, and an input / output interface 803. The processor 801, memory 802, and input / output interface 803 are connected via a bus 804. The memory 802 stores a computer program, which includes program instructions. The input / output interface 803 receives and outputs data, such as for data interaction between various nodes (e.g., object nodes, game management nodes, and service nodes). The processor 801 executes the program instructions stored in the memory 802.
[0204] The processor 801 can perform the following operations:
[0205] In the game scene, obtain the triggering object node indicated by the game behavior event; the triggering object node refers to the object node whose credit change is triggered by the game behavior event.
[0206] Obtain the amount of resource change data for the triggering object node in the game behavior event, and generate event change information based on the amount of resource change data and the game behavior event;
[0207] Get the participating nodes in the game scene, get the consensus voting results of the participating nodes on the event change information, and determine the game credit change value of the triggering node based on the consensus voting results and the event change information.
[0208] Generate a credit change block based on the game credit change value, and add the credit change block to the credit blockchain of the triggering object node.
[0209] In some feasible implementations, the processor 801 may be a central processing unit (CPU), but it can also be other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), field-programmable gate arrays (FPGAs), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor may be a microprocessor or any conventional processor.
[0210] The memory 802 may include read-only memory and random access memory, and provides instructions and data to the processor 801 and the input / output interface 803. A portion of the memory 802 may also include non-volatile random access memory. For example, the memory 802 may also store device type information.
[0211] In practice, the computer device can perform actions such as these through its built-in functional modules. Figure 4 For details on the implementation methods provided for each step, please refer to [the relevant documentation / document / etc.]. Figure 4 The implementation methods provided for each step are not elaborated here.
[0212] This application provides a computer device including a processor, an input / output interface, and a memory. The processor retrieves a computer program from the memory and executes it. Figure 4Each step of the method shown performs blockchain-based game processing operations. This application embodiment implements the following steps: obtaining the triggering node indicated by a game behavior event in the game scene; the triggering node refers to the object node whose credit change is triggered by the game behavior event; obtaining the amount of resource change data for the triggering node in the game behavior event, and generating event change information based on the amount of resource change data and the game behavior event; obtaining the participating object nodes in the game scene, obtaining the consensus voting results of the participating object nodes on the event change information, and determining the game credit change value of the triggering node based on the consensus voting results and the event change information; generating a credit change block based on the game credit change value, and adding the credit change block to the triggering object credit blockchain corresponding to the triggering node. Through the above process, the credit of target nodes in the game is managed based on blockchain. By leveraging the characteristics of blockchain, the openness, transparency, and credibility of game credit values are ensured. Furthermore, the credit of target nodes is quantified based on virtual resources and game credit values. The target nodes that participated in the game scenario that triggered the credit change reach a consensus on the credit change, which makes game black market activities more accurately identified. Moreover, the target nodes are related to the game scenario that triggered the credit change and have a better understanding of the events that occurred in that game scenario. That is, they understand the game behavior events, improve the accuracy of the relevant data on credit changes caused by game behavior events, and thus improve the security of the game.
[0213] This application also provides a computer-readable storage medium storing a computer program adapted to be loaded and executed by a processor. Figure 4 For details on the blockchain-based game processing methods provided in each step, please refer to [the relevant documentation / document / etc.]. Figure 4 The implementation methods provided for each step are not repeated here. Furthermore, the beneficial effects of using the same method are also not repeated. For technical details not disclosed in the computer-readable storage medium embodiments involved in this application, please refer to the description of the method embodiments of this application. As an example, a computer program may be deployed to execute on a single computer device, or on multiple computer devices located in one location, or on multiple computer devices distributed across multiple locations and interconnected via a communication network.
[0214] The computer-readable storage medium can be the blockchain-based game processing device provided in any of the foregoing embodiments, or the internal storage unit of the computer device, such as the hard drive or memory of the computer device. The computer-readable storage medium can also be an external storage device of the computer device, such as a plug-in hard drive, smart media card (SMC), secure digital (SD) card, flash card, etc., equipped on the computer device. Furthermore, the computer-readable storage medium can include both internal and external storage units of the computer device. The computer-readable storage medium is used to store the computer program and other programs and data required by the computer device. The computer-readable storage medium can also be used to temporarily store data that has been output or will be output.
[0215] This application also provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform... Figure 4 The method provided among the various optional approaches enables the management of the credit of object nodes in the game based on blockchain. By leveraging the characteristics of blockchain, the openness, transparency, and trustworthiness of game credit values are ensured. Furthermore, the credit of object nodes is quantified based on virtual resources and game credit values. The credit changes are agreed upon by the participating object nodes in the game scenarios that trigger credit changes, making game black market activities more accurately identifiable. Moreover, the participating object nodes are related to the game scenarios that trigger credit changes and have a better understanding of the events that occur in those game scenarios. In other words, they understand game behavior events, improving the accuracy of the relevant data on credit changes caused by game behavior events, thereby enhancing game security.
[0216] The terms "first," "second," etc., in the specification, claims, and drawings of this application are used to distinguish different objects, not to describe a specific order. Furthermore, the term "comprising," and any variations thereof, are intended to cover non-exclusive inclusion. For example, a process, method, apparatus, product, or device that includes a series of steps or units is not limited to the listed steps or modules, but may optionally include steps or modules not listed, or may optionally include other step units inherent to these processes, methods, apparatuses, products, or devices.
[0217] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, computer software, or a combination of both. To clearly illustrate the interchangeability of hardware and software, the components and steps of each example have been generally described in terms of functionality. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementations should not be considered beyond the scope of this application.
[0218] The methods and related apparatus provided in this application are described with reference to the method flowcharts and / or structural diagrams provided in this application. Specifically, each block of the method flowchart and / or structural diagram, as well as combinations of blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to the processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable blockchain-based game processing device to create a machine, such that the instructions executed by the processor of the computer or other programmable blockchain-based game processing device generate instructions for implementing the process... Figure 1 A schematic diagram of one or more processes and / or structures. Figure 1 The computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable blockchain-based game processing device to function in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in the process. Figure 1 A schematic diagram of one or more processes and / or structures. Figure 1 The functions specified in one or more boxes. These computer program instructions may also be loaded onto a computer or other programmable blockchain-based game processing device, causing a series of operational steps to be performed on the computer or other programmable device to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable device for implementing the process. Figure 1 A process or multiple processes and / or structures illustrate the steps of the functions specified in one or more boxes.
[0219] The above-disclosed embodiments are merely preferred embodiments of this application and should not be construed as limiting the scope of this application. Therefore, any equivalent variations made in accordance with the claims of this application shall still fall within the scope of this application.
Claims
1. A blockchain-based game processing method, characterized in that, The method includes: In the game scene, obtain the triggering object node indicated by the game behavior event; the triggering object node refers to the object node whose credit change is triggered by the game behavior event. Obtain the amount of resource change data for the triggering object node in the game behavior event, and generate event change information based on the amount of resource change data and the game behavior event; Obtain the participating object nodes in the game scene, obtain the consensus voting results of the participating object nodes on the event change information, and determine the game credit change value of the triggering object node based on the consensus voting results and the event change information; A credit change block is generated based on the game credit change value, and the credit change block is added to the trigger object credit blockchain corresponding to the trigger object node; The method further includes: If the trigger object credit blockchain corresponding to the trigger object node is found, then the process of determining the game credit change value of the trigger object node based on the consensus voting result and the event change information is executed. If the trigger object credit blockchain corresponding to the trigger object node is not found, the trigger object credit blockchain is created, the trigger object information of the trigger object node is obtained, and when the trigger object information is verified, an initial trigger block is generated based on the trigger object information, the initial trigger block is added to the trigger object credit blockchain, and the process of determining the game credit change value of the trigger object node based on the consensus voting result and the event change information is executed.
2. The method as described in claim 1, characterized in that, The acquisition of the amount of resource change data for the triggering object node in the game behavior event includes: Obtain the remaining resource data volume of the virtual resources included in the game resource pool, and obtain the event level of the game behavior event; Based on the event level and the remaining resource data volume, the resource change data volume of the game behavior event is determined.
3. The method as described in claim 1, characterized in that, The game behavior events include malicious behavior events and reporting behavior events for the malicious behavior events. The triggering object nodes include penalty object nodes that trigger the malicious behavior events and incentive object nodes that trigger the reporting behavior events. The step of obtaining the amount of resource change data for the triggering object nodes in the game behavior events, and generating event change information based on the amount of resource change data and the game behavior events, includes: Obtain the historical resource data volume of the penalized target node, determine the resource change data volume of the penalized target node based on the historical resource data volume, and generate event change information for transferring the resource change data volume from the penalized target node to the incentive target node.
4. The method as described in claim 1, characterized in that, The process of obtaining the consensus voting results of the participating nodes regarding the event change information includes: The event change information is sent to the participating nodes so that the participating nodes can reach a consensus on the event change information. Obtain the consensus voting results of the participating nodes for the event change information; the consensus voting results include the voting pass results and the voting failure results.
5. The method as described in claim 4, characterized in that, The method further includes: If the consensus voting result of the participating node on the event change information indicates that the consensus has passed, then the process of determining the game credit change value of the triggering node based on the consensus voting result and the event change information is executed. If the consensus voting result of the participating node on the event change information indicates a consensus failure, then the consensus voting result and the event change information are backed up.
6. The method as described in claim 5, characterized in that, The method further includes: Obtain the total number of participating nodes of the participating object node, and determine the consensus threshold based on the total number of participating nodes; Obtain the node weights of the participating nodes, and based on the node weights of the participating nodes, perform a weighted summation of the consensus voting results to obtain the number of votes passed; If the number of votes passed is greater than or equal to the consensus passing threshold, then the consensus voting result is determined to indicate the consensus passing result; If the number of votes in favor is less than the consensus passing threshold, then the consensus voting result is determined to indicate the consensus failure result.
7. The method as described in claim 1, characterized in that, The step of determining the game credit change value of the triggering target node based on the consensus voting result and the event change information includes: Obtain the node weights of the participating nodes, and based on the node weights of the participating nodes, perform a weighted summation of the consensus voting results to obtain the number of votes passed; Obtain the resource coefficient, and based on the resource coefficient and the number of votes passed, perform credit conversion on the resource change data volume to obtain the game credit change value of the triggering object node; the resource coefficient refers to the coefficient that converts virtual resources into game credit.
8. The method as described in any one of claims 6 or 7, characterized in that, The method further includes: Obtain the node game credit value of the participating node, and determine the node weight of the participating node by the ratio of the node game credit value to the basic game credit value.
9. The method as described in claim 1, characterized in that, The step of generating a credit change block based on the game credit change value includes: Obtain the historical game credit value and historical resource data volume of the triggering object node; The historical resource data volume is updated based on the resource change data volume to obtain the updated resource data volume, and the historical game credit value is updated based on the game credit change value to obtain the updated game credit value. A credit change block is generated based on the historical game credit value, the historical resource data volume, the updated resource data volume, and the updated game credit value.
10. The method as described in claim 1, characterized in that, The method further includes: If the amount of resource change data is positive, then obtain the virtual resource to be transferred corresponding to the amount of resource change data from the game resource pool, and transfer the virtual resource to be transferred to the trigger object resource address associated with the trigger object node; If the amount of resource change data is negative, then the virtual resource to be recycled corresponding to the amount of resource change data is obtained from the resource address of the triggering object, and the virtual resource to be recycled is added to the game resource pool.
11. The method as described in claim 10, characterized in that, The step of generating the initial trigger block based on the trigger object information includes: Based on the trigger object information, a trigger node key pair is assigned to the trigger object node, and the initial trigger resource data volume and initial trigger game credit value of the trigger object node are obtained. The initial trigger block is generated based on the trigger node key pair, the initial trigger resource data volume, and the initial trigger game credit value; the trigger node key pair is used to indicate the trigger object resource address of the trigger object node.
12. The method as described in claim 1, characterized in that, The method further includes: Obtain the credit block to be tested from the credit blockchain of the triggering object, and obtain the game credit value to be tested of the triggering object node from the credit block to be tested; the credit block to be tested refers to the credit block located in the credit blockchain of the triggering object, which is associated with the game credit value and has the largest block height; If the credit value of the game under test is less than the trust threshold of the object, then the permissions of the triggering object node are updated, the associated object nodes of the triggering object node are obtained, and an abnormal triggering object message is sent to the associated object nodes.
13. The method as described in claim 1, characterized in that, The method further includes: Obtain the game credit value generated by the triggering object node within the credit statistics period from the triggering object credit blockchain; If the distribution of the game credit value generated during the credit statistics period is abnormal, the associated object node of the triggering object node is obtained, and a credit change abnormality message is sent to the associated object node and the game management node.
14. The method as described in claim 1, characterized in that, The method further includes: In response to a transaction request for game items, the system obtains the target virtual resources of the triggering object node and the game resource data volume of the game item. Obtain the virtual resources to be traded corresponding to the amount of game resource data from the target virtual resources, add the virtual resources to be traded to the game resource pool, and send the game items to the game account of the triggering object node; Based on the amount of game resource data and the amount of target virtual resource data, an item trading block is generated and added to the trigger object credit blockchain.
15. A blockchain-based game processing device, characterized in that, The device includes: The trigger acquisition module is used to acquire the trigger object node indicated by the game behavior event in the game scene; the trigger object node refers to the object node that triggers the credit change by the game behavior event. The resource acquisition module is used to acquire the amount of resource change data for the triggering object node in the game behavior event; The information generation module is used to generate event change information based on the amount of resource change data and the game behavior events; The participation acquisition module is used to acquire the participating object nodes in the game scene; The voting acquisition module is used to acquire the consensus voting results of the participating nodes on the event change information; The credit determination module is used to determine the game credit change value of the triggering target node based on the consensus voting results and the event change information. The block generation module is used to generate a credit change block based on the game credit change value; The block on-chain module is used to add the credit change block to the trigger object credit blockchain corresponding to the trigger object node; The chain lookup module is used to perform the process of determining the game credit change value of the triggering object node based on the consensus voting result and the event change information if the triggering object node's corresponding triggering object credit blockchain is found. The chain creation module is used to create the trigger object credit blockchain if the trigger object node is not found, obtain the trigger object information of the trigger object node, generate a trigger initial block based on the trigger object information when the trigger object information is verified, add the trigger initial block to the trigger object credit blockchain, and execute the process of determining the game credit change value of the trigger object node based on the consensus voting result and the event change information.
16. A computer device, characterized in that, Includes processor, memory, and input / output interfaces; The processor is connected to the memory and the input / output interface respectively, wherein the input / output interface is used to receive data and output data, the memory is used to store computer programs, and the processor is used to call the computer programs so that the computer device executes the method according to any one of claims 1-14.
17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted to be loaded and executed by a processor to cause a computer device having the processor to perform the method of any one of claims 1-14.
18. A computer program product comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by the processor, they implement the method described in any one of claims 1-14.
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