Self-aiming technology detection method and device, storage medium and electronic device

CN117899476BActive Publication Date: 2026-09-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410041887.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-01-10
Publication Date
2026-09-25
Estimated Expiration
2044-01-10

AI Technical Summary

Technical Problem

但是,现有的自动检测技术所得到的判断结果的准确率较低,并且检测速度较慢

Benefits of technology

[0010]在本申请至少部分实施例中,通过获取图形用户界面中的第一位置和第二位置,其中,第一位置为虚拟游戏场景中的目标对象映射至图形用户界面中的位置,第二位置为图形用户界面中虚拟武器的准心的位置;基于第一位置和第二位置确定第一瞄准特征,其中,第一瞄准特征用于反映射击操作的瞄准精度;基于第一瞄准特征对射击操作进行检测,以确定射击操作是否满足目标特征,其中,目标特征用于表示采用自瞄准技术。达到了自动化检测游戏内的射击操作是否采用了自瞄准技术(即自瞄外挂)的目的,有效提高了检测速度和检测结果的正确度,进而解决了相关技术中通过自动检测技术判断玩家在游戏中是否采用了自瞄技术,导致判断结果的准确率较低,且检测速度较慢的技术问题。

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Abstract

The application discloses a self-aiming technology detection method and device, a storage medium and an electronic device, and relates to the technical field of computers. The method comprises the following steps: acquiring a first position and a second position in a graphical user interface, wherein the first position is a position of a target object in a virtual game scene mapped to the graphical user interface, and the second position is a position of a center of a virtual weapon in the graphical user interface; determining a first aiming feature based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of a shooting operation; and detecting the shooting operation based on the first aiming feature to determine whether the shooting operation meets a target feature, wherein the target feature is used to represent the self-aiming technology. The application solves the technical problems that, in the related art, the accuracy of a judgment result is low and the detection speed is slow when a player uses the self-aiming technology in a game is determined by using an automatic detection technology.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more specifically, to a self-aiming technology detection method, apparatus, storage medium, and electronic device. Background Technology

[0002] Aimbot technology, or auto-aiming technology for short, is a type of software used in video games, especially shooting games. It helps players aim at enemies automatically or manually, greatly reducing the difficulty of aiming and allowing players to easily hit enemies.

[0003] Currently, because aimbot technology can achieve its function without modifying memory, automatic detection technology is used to determine whether a player is using aimbot in the game in order to ensure fairness. However, existing automatic detection technologies have low accuracy and slow detection speed.

[0004] There is currently no effective solution to the above problems. Summary of the Invention

[0005] At least some embodiments of this application provide a method, apparatus, storage medium, and electronic device for detecting auto-aiming technology, so as to at least solve the technical problems in the related art where the accuracy of the judgment result is low and the detection speed is slow when using automatic detection technology to determine whether a player has used auto-aiming technology in a game.

[0006] According to one embodiment of this application, a method for detecting self-aiming technology is provided. The method includes: acquiring a first position and a second position in a graphical user interface, wherein the first position is the position of a target object in a virtual game scene mapped to the graphical user interface, and the second position is the position of the crosshair of a virtual weapon in the graphical user interface; determining a first aiming feature based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of a shooting operation; and detecting the shooting operation based on the first aiming feature to determine whether the shooting operation meets a target feature, wherein the target feature is used to indicate the use of self-aiming technology.

[0007] According to one embodiment of this application, an abnormal operation detection device is also provided. The device includes: an acquisition module, configured to acquire a first position and a second position in a graphical user interface, wherein the first position is the position of a target object in a virtual game scene mapped to the graphical user interface, and the second position is the position of the crosshair of a virtual weapon in the graphical user interface; a determination module, configured to determine a first aiming feature based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of the shooting operation; and a detection module, configured to detect the shooting operation based on the first aiming feature to determine whether the shooting operation meets the target feature, wherein the target feature is used to indicate the use of self-aiming technology.

[0008] According to one embodiment of this application, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the self-aiming detection method in the above embodiments when run on a computer or processor.

[0009] According to one embodiment of this application, an electronic device is also provided, including a memory and a processor. The memory stores a computer program, and the processor is configured to run the computer program to perform the self-aiming detection method in the above embodiments.

[0010] In at least some embodiments of this application, a first position and a second position in the graphical user interface are obtained, wherein the first position is the position of the target object in the virtual game scene mapped to the graphical user interface, and the second position is the position of the crosshair of the virtual weapon in the graphical user interface; a first aiming feature is determined based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of the shooting operation; the shooting operation is detected based on the first aiming feature to determine whether the shooting operation meets the target feature, wherein the target feature is used to indicate the use of auto-aiming technology. This achieves the purpose of automatically detecting whether shooting operations in the game use auto-aiming technology (i.e., auto-aiming cheats), effectively improving the detection speed and the accuracy of the detection results, thereby solving the technical problem in related technologies where automatic detection technology is used to determine whether a player has used auto-aiming technology in the game, resulting in low accuracy and slow detection speed. Attached Figure Description

[0011] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0012] Figure 1 This is a hardware structure block diagram of a mobile terminal using self-aiming technology detection according to an embodiment of this application;

[0013] Figure 2 This is a flowchart of a self-aiming technology detection method according to one embodiment of this application;

[0014] Figure 3 This is a schematic diagram of coordinate mapping according to one embodiment of this application;

[0015] Figure 4 This is a schematic diagram of radian calculation according to one embodiment of this application;

[0016] Figure 5 This is a schematic diagram of aiming data according to one embodiment of this application;

[0017] Figure 6 This is a perspective view diagram according to one embodiment of this application;

[0018] Figure 7 This is a schematic diagram of the field of view of a scope according to one embodiment of this application;

[0019] Figure 8 This is a schematic diagram of game data acquisition according to one embodiment of this application;

[0020] Figure 9 This is a structural block diagram of a self-aiming technology detection device according to one optional embodiment of this application;

[0021] Figure 10 This is a schematic diagram of an electronic device according to an embodiment of this application. Detailed Implementation

[0022] For ease of understanding, some concepts related to the embodiments of this application are illustrated and explained by way of example.

[0023] As shown below:

[0024] Pre-installed points: These are specific locations pre-set in a program for inserting additional code or functionality. Pre-installed points are typically placed in critical parts of the program or on important execution paths to capture key data or monitor program behavior.

[0025] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.

[0026] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0027] In one possible implementation, in the field of computer technology, during game development, in order to detect abnormal operations that occur in the game, such as game cheats, automatic detection technology is usually used to determine whether the player has used aimbot technology in the game.

[0028] After practical experience and careful research, the inventors found that the above methods still suffer from low accuracy and slow detection speed. Therefore, this application proposes a method for detecting auto-aiming technology, applying it to the field of game image processing. This method involves acquiring a first position and a second position in the graphical user interface (GUI), where the first position is the location of the target object in the virtual game scene mapped to the GUI, and the second position is the position of the crosshair of the virtual weapon in the GUI. A first aiming feature is determined based on the first and second positions, reflecting the aiming accuracy of the shooting operation. The shooting operation is then detected based on the first aiming feature to determine whether it meets the target feature, which indicates the use of auto-aiming technology. This achieves the goal of automatically detecting whether shooting operations in games use auto-aiming technology (i.e., auto-aiming cheats), effectively improving detection speed and accuracy. This solves the technical problem in related technologies where automatic detection of whether a player uses auto-aiming technology in a game results in low accuracy and slow detection speed.

[0029] In one embodiment of this application, the self-aiming detection method can run on a local terminal device or a server. When the self-aiming detection method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0030] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the self-aiming detection method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0031] In an alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection.

[0032] For example, the local terminal device may be a mobile terminal, a computer terminal, or a similar computing device, and may include a display screen and a processor. The display screen is used to present a graphical user interface, which includes game graphics, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0033] Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, and other terminal devices. Figure 1 This is a hardware structure block diagram of a mobile terminal using a self-aiming detection method according to an embodiment of this application. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 (Only one is shown in the image) A processor 102 and a memory 104 for storing data. Optionally, the mobile terminal may also include a transmission device 106, an input / output device 108, and a display device 110.

[0034] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.

[0035] According to one embodiment of this application, an embodiment of a self-aiming technology detection method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0036] In one possible implementation, this application provides a self-aiming technology detection method, which executes a software application on the processor of a user terminal and renders a graphical user interface on the display of the user terminal. The content displayed by the graphical user interface at least partially includes a virtual game scene, which includes at least one virtual weapon. The user terminal can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Figure 2 This is a flowchart of a self-aiming technology detection method according to one embodiment of this application, such as... Figure 2 As shown, the method includes the following steps: The method includes:

[0037] Step S20: Obtain the first position and the second position in the graphical user interface, wherein the first position is the position of the target object in the virtual game scene mapped to the graphical user interface, and the second position is the position of the crosshair of the virtual weapon in the graphical user interface.

[0038] Detecting aiming technology in shooting operations within a game essentially involves assessing whether the difficulty and accuracy of the shooting action are within the normal range for human players. Therefore, it's necessary to obtain the primary position of the target and the secondary position of the virtual weapon's crosshair when the player controls the virtual character to fire. This information is then used to perform aiming technology detection on the shooting action based on these primary and secondary positions.

[0039] The target object can be understood as the target that the player-controlled virtual character is shooting at, i.e., an enemy in the virtual game scene. The first position is the two-dimensional coordinate information of the target object in the graphical user interface. In other words, the first position is the location of the target object's three-dimensional coordinate information in the virtual game scene mapped to the position in the graphical user interface.

[0040] It should be noted that since the target object has a certain volume in the virtual game scene and occupies a certain area when mapped to the graphical user interface, the first position of the target object can be based on the position of a preset part of the target object. For example, it can be based on the position of the target object's head or the position of the target object's chest. There is no restriction here.

[0041] Virtual weapons can be understood as the shooting weapons used by the virtual characters controlled by the player when performing shooting operations. Shooting weapons can be understood as weapons that can be aimed and fired, that is, weapons that can launch arrows, marbles, bullets, etc. to cause damage to enemies. There are no restrictions here.

[0042] The second position can be understood as the location of the crosshair indicator for the virtual weapon in the graphical user interface, that is, the position on the game screen used to assist the player in aiming at enemies. In other words, the position of the crosshair indicator in the graphical user interface corresponds to the position of the crosshair for the virtual weapon in the virtual game scene.

[0043] This application embodiment can determine whether the shooting operation in the shooting game is an abnormal operation, i.e. whether the auto-aiming technology is used, by obtaining the first position of the enemy being shot in the graphical user interface and the second position of the virtual weapon crosshair.

[0044] Step S22: Determine a first aiming feature based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of the shooting operation.

[0045] The first aiming feature can be understood as a feature used to reflect the aiming accuracy of a shooting operation. The aiming accuracy of the shooting operation can be determined based on the first position of the target object and the second position of the crosshair. For example, the aiming accuracy of the shooting operation can be determined based on the distance or overlap between the first position of the target object and the second position of the crosshair on the screen.

[0046] For example, the distance between the crosshair of the virtual weapon on the screen and the target object can be determined based on the first and second positions. Normally, the farther the crosshair is from the target object, the more difficult it is to aim, meaning the shooting accuracy is lower. Therefore, if the hit rate of a shooting operation is still high even when the crosshair is far from the target object, it can be determined that the aiming accuracy of that shooting operation is high. Conversely, if the hit rate of a shooting operation is still high even when the overlap between the crosshair and the target object is low, it can be determined that the aiming accuracy of that shooting operation is high.

[0047] This application embodiment determines the first aiming feature by using the first position and the second position, thereby enabling the aiming accuracy of the shooting operation to be determined based on the first aiming feature. Furthermore, based on the aiming accuracy of the shooting operation, it is possible to accurately determine whether the shooting operation is in line with the skill level of a human player, whether cheating was used, or whether it is an abnormal operation.

[0048] Step S24: Detect the shooting operation based on the first aiming feature to determine whether the shooting operation meets the target feature, wherein the target feature is used to indicate the use of self-aiming technology.

[0049] By detecting the shooting operation based on the first aiming feature determined by the enemy's first position on the screen and the virtual weapon's crosshair mark's second position on the screen, it is possible to accurately determine whether the shooting operation is abnormal, i.e. whether auto-aiming technology is used, thereby improving the accuracy and efficiency of anomaly detection.

[0050] For example, a target value reflecting the accuracy of the shooting operation can be determined based on the first aiming feature. If the target value is greater than a preset threshold, the shooting operation can be determined to be an abnormal operation, i.e., an auto-aiming technique is used. Alternatively, a probability value of the shooting operation being an abnormal operation can be determined based on the first aiming feature. If the probability value exceeds a preset probability value, the shooting operation is considered to be an abnormal operation, i.e., an auto-aiming technique is used. This is not limited here.

[0051] Through the above steps, a first position and a second position are obtained from the graphical user interface (GUI). The first position is the location of the target object in the virtual game scene mapped to the GUI, and the second position is the position of the crosshair of the virtual weapon in the GUI. Based on the first and second positions, a first aiming feature is determined, which reflects the aiming accuracy of the shooting operation. The shooting operation is then detected based on the first aiming feature to determine whether it meets the target feature, which indicates the use of auto-aiming technology. This achieves the goal of automatically detecting whether shooting operations in the game use auto-aiming technology (i.e., auto-aiming cheats), effectively improving the detection speed and the accuracy of the detection results. This solves the technical problem in related technologies where automatic detection of whether a player uses auto-aiming technology in the game results in low accuracy and slow detection speed.

[0052] In one possible implementation, step S20, obtaining the first position in the graphical user interface, may include the following execution steps:

[0053] Step S200: Obtain the third position of the preset part of the target object in the virtual game scene;

[0054] Step S202: Map the third position onto the graphical user interface to obtain the first position.

[0055] It is understandable that, since the target object has a certain volume in the virtual game scene and occupies a certain area in the graphical user interface, the first position of the target object can be based on the position of a preset part of the target object. For example, the preset part can be the head or chest of the target object, and there is no limitation here.

[0056] Since the target object is located in a three-dimensional virtual game scene, when obtaining the first position of the target object in the two-dimensional graphical user interface, it is necessary to first obtain the third position of the target object in the three-dimensional virtual game scene, and then perform coordinate transformation to map the three-dimensional coordinates onto the graphical user interface to obtain the first position in two dimensions.

[0057] Understandably, since the crosshair of the virtual weapon is located in the graphical user interface, the two-dimensional coordinates of the crosshair can be obtained directly, that is, the second position can be obtained directly.

[0058] Figure 3 This is a schematic diagram of coordinate mapping according to one embodiment of this application, such as... Figure 3 As shown, taking the crosshair of the virtual weapon as the origin of the three-dimensional coordinate system in the virtual game scene and the origin of the two-dimensional coordinate system in the graphical user interface as examples, Figure 3 In this diagram, XYZ represents the three axes of the three-dimensional coordinate system in the virtual game scene, and XY represents the two axes of the two-dimensional coordinate system in the graphical user interface. By mapping the third position (x1, y1, z1) of the preset part of the target object in the virtual game scene to the graphical user interface, the first position (x2, y2) on the graphical user interface can be obtained.

[0059] For example, the location of the origin of the coordinate system can also be selected from other locations, and this application embodiment does not limit it.

[0060] In one possible implementation, step S22, determining the first aiming feature based on the first position and the second position, may include the following execution steps:

[0061] Step S220: Determine the aiming distance based on the first position and the second position, wherein the aiming distance is the distance between the target object and the crosshair mapped to the graphical user interface;

[0062] Step S222: Determine the first aiming feature based on the aiming distance.

[0063] The aiming accuracy of shooting operations can be reflected by the two-dimensional coordinates of the target object on the player's screen in each frame of the game. By calculating the distance between the target object on the screen and the crosshair, i.e. the aiming distance, the first aiming feature used to reflect the aiming accuracy of shooting operations can be determined based on the aiming distance.

[0064] For example, such as Figure 3As shown, taking the crosshair of the virtual weapon as the origin of the three-dimensional coordinate system in the virtual game scene and the origin of the two-dimensional coordinate system in the graphical user interface as an example, the first position of the target object in the two-dimensional coordinate system is (x2, y2), and the coordinates of the second position of the crosshair marker in the two-dimensional coordinate system are (0, 0). Therefore, based on (x2, y2) and (0, 0), the distance between the target object and the crosshair marker in the graphical user interface can be determined as follows: This is the aiming distance, which allows the determination of the first aiming feature based on the aiming distance.

[0065] Understandably, the smaller the aiming distance, the higher the accuracy of the shooting operation, and vice versa. The higher the aiming accuracy of the shooting operation, the more it is biased towards auto-aiming operation, that is, the higher the possibility of using auto-aiming technology.

[0066] In one possible implementation, step S222, determining the first aiming feature based on the aiming distance, may include the following execution steps:

[0067] Step S2220: Determine the arc feature of the shooting operation based on the first position and the second position, wherein the arc feature is the arc value of the angle between the first target direction and the preset direction in the graphical user interface, and the first target direction is the direction of the first position relative to the second position in the graphical user interface;

[0068] Step S2222: Determine the first aiming feature based on the aiming distance and arc characteristics.

[0069] In this embodiment of the application, considering that judging the aiming accuracy of the shooting operation solely based on the two-dimensional distance between the target object and the crosshair mark would erase the fluctuation values ​​in various directions, it is also necessary to calculate the arc tangent value of the two-dimensional coordinates to determine the arc feature of the shooting operation. Then, the first aiming feature is determined by the aiming distance and the arc feature of the shooting operation, thereby further improving the accuracy of determining the first aiming feature.

[0070] In this embodiment, the first target direction is the direction in the graphical user interface (GUI). It can be understood that, taking the second position of the crosshair marker as the origin of the two-dimensional coordinate system in the GUI as an example, the first target direction is the direction of the first position relative to the second position in the GUI, that is, the direction from the crosshair marker to the target object. Correspondingly, taking the first position of the target object as the origin of the two-dimensional coordinate system in the GUI as an example, the first target direction is the direction of the second position relative to the first position in the GUI, that is, the direction from the target object to the crosshair marker.

[0071] The preset direction is the horizontal axis direction of the two-dimensional coordinate system in the graphical user interface, i.e., the direction of the X-axis. The arc characteristic of the shooting operation can be understood as the arc value of the angle between the first target direction and the preset direction in the graphical user interface, i.e., the arc value of the angle between the first target direction and the X-axis.

[0072] Figure 4 This is a schematic diagram of radian calculation according to one embodiment of this application, such as... Figure 4 As shown, the angle G (in radians) between the line connecting the first position (x2, y2) of the target object in the graphical user interface and the crosshair (i.e., the direction from the crosshair to the target object) and the positive half-axis of the X-axis of the two-dimensional coordinate system is calculated. In other words, the radian feature in the range of [-π, π] is calculated, so that the fluctuation value of the aiming direction of the shooting operation can be reflected based on the radian feature.

[0073] It is important to note that when determining the arc characteristics of the shooting operation, it is necessary to determine the arc characteristics of each frame of the game screen within a preset time period, so as to determine the fluctuation value of the target object based on the crosshair mark within that preset time period.

[0074] Understandably, if the fluctuation value corresponding to each frame within the preset time period fluctuates within a small range, it indicates that the aiming fluctuation of the shooting operation is small, and the shooting operation is more inclined towards auto-aiming. Therefore, when determining the first aiming feature, it is necessary to comprehensively consider the aiming distance and the arc characteristics of the shooting operation, and determine the aiming accuracy based on the aiming distance and aiming fluctuation of the shooting operation. The higher the determined aiming accuracy, the more the shooting operation is inclined towards auto-aiming.

[0075] In one possible implementation, step S2222, determining the first aiming feature based on the aiming distance and radian characteristics, may include the following execution steps:

[0076] Step S22220: Determine the third aiming sub-feature based on the aiming distance, wherein the third aiming sub-feature is used to reflect the relationship between the aiming distance and the aiming accuracy of the shooting operation;

[0077] Step S22222: Determine the radian feature interval within the preset time period;

[0078] Step S22224: Determine the fourth aiming sub-feature based on the arc feature range, wherein the fourth aiming sub-feature is used to reflect the relationship between the arc feature range and the aiming accuracy of the shooting operation;

[0079] Step S22226: Determine the first aiming feature based on the third aiming feature and the fourth aiming feature.

[0080] In this embodiment of the application, when determining the first aiming feature based on the aiming distance and arc characteristics, a third aiming sub-feature can be determined based on the aiming distance to reflect the relationship between the aiming distance and the aiming accuracy of the shooting operation. It can be understood that the smaller the aiming distance, the higher the accuracy of the shooting operation, and vice versa. If the aiming accuracy of the shooting operation is determined to be higher, then the shooting operation is more biased towards auto-aiming operation.

[0081] It can also determine the arc feature corresponding to each frame of the game screen within a preset time period. Then, based on the determined arc feature within the preset time period, the fluctuation range of the arc feature, i.e., the arc feature interval, is further determined, which is the fluctuation value of the target object based on the crosshair marker. Then, based on the arc feature interval, a fourth aiming sub-feature is determined to reflect the relationship between the arc feature interval and the aiming accuracy of the shooting operation. It can be understood that if the fluctuation value corresponding to each frame within the preset time period fluctuates within a small interval, i.e., the arc feature interval is small, it indicates that the aiming fluctuation of the shooting operation is small, and therefore the shooting operation is more biased towards auto-aiming operation.

[0082] After determining the third and fourth aiming features, the first aiming feature can be determined based on the third and fourth aiming features, thus comprehensively determining the aiming accuracy.

[0083] In one possible implementation, step S24, detecting the firing operation based on the first aiming feature, may include the following execution steps:

[0084] Step S240: Obtain shooting data, wherein the shooting data is used to describe the shooting attributes of the virtual weapon;

[0085] Step S242: Determine a second aiming feature based on the shooting data, wherein the second aiming feature is used to reflect the difficulty of the shooting operation;

[0086] Step S244: Detect the shooting operation based on the first aiming feature, the second aiming feature, and the preset weight value.

[0087] Shooting data is used to describe the shooting attributes of a virtual weapon. Shooting attributes can be understood as the attribute information of the virtual weapon in the shooting operation, including but not limited to the aiming information, recoil information and scope information of the virtual weapon.

[0088] The second aiming feature can be understood as a feature used to reflect the difficulty of the shooting operation. The difficulty of the shooting operation can be determined based on the shooting attribute information of the virtual weapon in the shooting data. For example, the difficulty of shooting the virtual weapon can be determined based on the scope data in the shooting data. Normally, the higher the magnification of the scope, the more difficult it is to aim. Therefore, if the hit rate of the shooting operation is still very high even when the virtual weapon is equipped with a high-magnification scope, then the shooting data can be used to determine that the shooting operation is very difficult.

[0089] By identifying the second aiming feature through shooting data, the difficulty of the shooting operation can be determined based on the second aiming feature. Furthermore, based on the difficulty of the shooting operation, it can be accurately determined whether the shooting operation is in line with the skill level of a human player, whether auto-aiming technology is used, and whether it is an abnormal operation.

[0090] The preset weight values ​​include the weight values ​​corresponding to the first aiming feature and the weight values ​​corresponding to the second aiming feature. In this embodiment, the preset weight values ​​can be preset based on experience or determined based on big data, and are not limited here.

[0091] The shooting operation is detected based on the first aiming feature, the second aiming feature, and the preset weight value. This allows for a comprehensive consideration of the aiming accuracy and aiming difficulty of the shooting operation, thereby accurately determining whether the shooting operation is abnormal and improving the accuracy and efficiency of anomaly detection.

[0092] For example, a target value reflecting the accuracy and aiming difficulty of the shooting operation can be determined based on the first aiming feature, the second aiming feature, and a preset weight value. If the target value is greater than a preset threshold, the shooting operation can be determined to be an abnormal operation. Alternatively, a probability value for the shooting operation to be an abnormal operation can also be determined based on the first aiming feature, the second aiming feature, and the preset weight value. If the probability value exceeds a preset probability value, the shooting operation is considered to be an abnormal operation. This is not limited here.

[0093] In one possible implementation, the shooting data includes aiming data, which is the angle between the direction of the second target and the field of view in the virtual game scene. The direction of the second target is the direction of the target object in the virtual game scene relative to the crosshair of the virtual weapon in the virtual game scene, and the field of view is the direction of the center of the current virtual camera's view. In step S242, determining the second aiming feature based on the shooting data may include the following execution steps:

[0094] Step S2420: Determine the angular velocity and angular acceleration of the target object based on the aiming data, wherein the angular velocity is used to reflect the moving speed of the target object, and the angular acceleration is used to reflect the moving acceleration of the target object;

[0095] Step S2422: Determine the first aiming feature of the shooting operation based on angular velocity and angular acceleration, wherein the first aiming feature is used to reflect the relationship between angular velocity and angular acceleration and the difficulty of the shooting operation.

[0096] In this embodiment, the second target direction is the direction within the virtual game scene. It can be understood that, taking the virtual weapon's crosshair as the origin of the three-dimensional coordinate system as an example, the second target direction can be understood as the direction of the target object relative to the virtual weapon's crosshair in the virtual game scene. Similarly, taking the preset location of the target object as the origin of the three-dimensional coordinate system as an example, the second target direction can be understood as the direction of the virtual weapon's crosshair relative to the target object in the virtual game scene.

[0097] Understandably, in a 3D game scene, a virtual camera is used to capture images of the game scene and present them to the player. The field of view direction refers to the range and direction that the virtual camera can observe, and is usually determined by the camera's position, orientation, and viewing angle. In this embodiment, the field of view direction is the direction of the center of the current virtual camera's view. Taking the virtual weapon's crosshair as the origin of the 3D coordinate system as an example, the field of view direction is the direction in which the crosshair is perpendicular to the graphical user interface.

[0098] Shooting data includes aiming data, which can be understood as the angle between the direction of the second target and the direction of the field of view. Figure 5 This is a schematic diagram of aiming data according to one embodiment of this application, such as... Figure 5 As shown, arrow A extending from the crosshair position indicates the field of view direction, which is the direction in which the virtual weapon's crosshair is perpendicular to the graphical user interface. Arrow B extending from the crosshair position indicates the second target direction, which is the direction of the target object relative to the virtual weapon's crosshair. The angle between these two directions in the three-dimensional coordinate system within the virtual game scene is the aiming data. For example, the angle value can be represented by radians, angles, cosine, etc., and is not limited here.

[0099] Because target objects may move in real time during gameplay, determining their speed by selecting the distance they move in adjacent frames of the game screen would lead to errors in speed determination due to perspective in 3D games. For example, in a 3D game, objects moving the same distance at different vertical distances from the screen will appear differently on the screen, and the speed at different vertical distances from the screen does not affect the speed displayed on the screen.

[0100] Figure 6 This is a perspective view diagram according to one embodiment of this application, such as... Figure 6As shown, enemies B and C exist at different distances from the crosshair position (which can be considered as the screen position). In the virtual game scene, if both enemy B and enemy C move the same distance x, the distance that enemy B appears to have moved on the screen will be significantly greater than the distance that enemy C appears to have moved on the screen. If enemy C wants to move the same distance on the screen as enemy B, it needs to move an additional distance x'. Therefore, it can be seen that determining the movement speed of a target object based on the distance it moves in adjacent frames of the game screen does not accurately reflect its movement speed.

[0101] Therefore, in this embodiment, by determining the change in the angle between the direction from the crosshair position to the target object and the field of view in adjacent frames of the game screen, that is, the angle change corresponding to the aiming data in adjacent frames, the angular velocity value of the target object can be determined. This angular velocity value reflects the movement speed of the target object. It can be understood that the greater the angular velocity, the greater the movement speed of the target object in the virtual game world.

[0102] It should be noted that the movement speed determined above is an absolute value and does not have directional characteristics. Furthermore, when the movement speed is too uniform, aiming becomes easier, meaning the aiming difficulty decreases. Therefore, this embodiment also requires determining angular acceleration to reflect the acceleration of the target object's movement. Thus, based on both angular velocity and angular acceleration, the first aiming sub-feature of the shooting operation is determined, reflecting the difficulty level of the shooting operation.

[0103] It is understandable that the greater the target's movement speed and acceleration, the more difficult the shooting operation becomes; conversely, the smaller the target's movement speed and acceleration, the easier the shooting operation becomes.

[0104] In one possible implementation, the firing data also includes scope data, which is used to indicate the magnification of the scope used in the firing operation. In step S2422, determining the first aiming feature of the firing operation based on angular velocity and angular acceleration may include the following execution steps: determining the first aiming feature based on scope data, angular velocity and angular acceleration.

[0105] The scope data can be understood as the magnification of the scope equipped on the virtual weapon, which is used to magnify the field of view. It can be understood as the field of view observed based on the scope is equivalent to the field of view observed after the virtual character moves a certain distance in the direction of observation. That is, the starting point of the field of view moves forward, so that the position and movement of the target object can be observed more clearly.

[0106] Scopes come in various magnification levels, such as 2x, 4x, and 8x scopes. The higher the magnification, the greater the magnification of the field of view.

[0107] Figure 7 This is a schematic diagram of the field of view of a sight according to one embodiment of this application, such as... Figure 7 As shown, the field of view of the virtual weapon without a scope starts from point D. If the virtual weapon is equipped with a 2x scope, the field of view starts from point E. If the virtual weapon is equipped with an 8x scope, the field of view starts from point F.

[0108] It can be seen that the magnification of the scope has a significant impact on the difficulty of shooting. When the field of view is magnified, the distance the crosshair needs to move to aim at a moving target is greater than when the field of view is not magnified. Therefore, it can be understood that the higher the magnification of the scope, the greater the difficulty of shooting.

[0109] Therefore, when determining the difficulty of shooting operations, it is also necessary to comprehensively consider whether the virtual weapon is equipped with a scope for shooting, so as to comprehensively determine the difficulty of shooting operations based on aiming data and scope data, and determine the first aiming sub-feature.

[0110] For example, when determining the difficulty of shooting operations based on aiming data and scope data, the angle between the direction of the second target and the direction of the field of view can be calculated by moving the starting point of the field of view n-1 / n away from the target when aiming down sights, based on the magnification n of the scope.

[0111] In one possible implementation, the firing data also includes recoil data, and step S242, determining the second aiming feature based on the firing data, may further include the following execution steps:

[0112] Step S2424: Determine the sway speed of the crosshair based on the recoil data;

[0113] Step S2426: Determine the second aiming feature of the shooting operation based on the jitter speed, wherein the second aiming feature is used to reflect the relationship between the jitter speed and the difficulty of the shooting operation;

[0114] Step S2428: Determine the second aiming feature based on the first aiming feature and the second aiming feature.

[0115] Recoil data can be understood as the muzzle shake data of a virtual weapon after it fires, that is, the speed at which the virtual weapon's crosshair shakes. It's understandable that the greater the recoil, the greater the shake speed, and the more difficult it is to aim, and vice versa.

[0116] Since the recoil of the virtual weapon affects the difficulty of the shooting operation, it is necessary to take into account the recoil of the virtual weapon when determining the difficulty of the shooting operation. The second aiming feature of the shooting operation is determined based on the reticle shake speed. Thus, the difficulty of the shooting operation is determined by combining the aiming data, scope data, and recoil data. In other words, the second aiming feature is determined by combining the first aiming feature and the second aiming feature.

[0117] It is understandable that when the aiming accuracy of a shooting operation is the same, the higher the aiming difficulty, the more the shooting operation tends to be an auto-aiming operation, which is an abnormal operation.

[0118] In one possible implementation, step S244, detecting the shooting operation based on the first aiming feature, the second aiming feature, and the preset weight value, may include the following execution steps:

[0119] Step S2440: Determine the probability that the shooting operation satisfies the target characteristics based on the first aiming feature, the second aiming feature, and the preset weight value;

[0120] Step S2442: In response to the probability being greater than the preset probability, determine that the shooting operation satisfies the target characteristics.

[0121] Based on the first aiming feature, the second aiming feature, and the preset weight value, the probability that the shooting operation meets the target features can be determined. Then, based on the probability, it can be determined whether the shooting operation meets the target features, i.e., whether to use auto-aiming technology. If the probability is greater than the preset probability, the shooting operation is determined to use auto-aiming technology; otherwise, it is not used.

[0122] In one possible implementation, the method may further include the following execution steps:

[0123] Step S260: Obtain firing operation data, wherein the firing operation data is used to control the virtual weapon to be in firing state;

[0124] Step S262: Determine a third aiming feature based on the shooting operation data, wherein the third aiming feature is used to reflect the aiming status of any shooting operation within the corresponding operation time.

[0125] Step S264: Determine abnormal operations based on the third aiming feature.

[0126] The firing state of a virtual weapon includes both firing and non-firing states. Taking a conventional firearm (i.e., a weapon fired by pulling the trigger) as an example, a virtual weapon being in a firing state can be understood as having its trigger pulled, while a virtual weapon being in a non-firing state can be understood as having its trigger not pulled. It is understood that different virtual weapons may have different firing methods, which are not limited here.

[0127] Shooting operation data can be understood as the state of the shooting button pressed by the player. The shooting button can be a physical button on a computer keyboard, a virtual control on a mobile phone, or a physical button on a game controller; there are no restrictions here. Essentially, the player controls a virtual character to use a virtual weapon to perform shooting operations by pressing the shooting button; that is, shooting operation data can be used to control the virtual weapon to be in a firing state.

[0128] Since players may press multiple buttons simultaneously during gameplay, but only one button is used for cheating, it is necessary to determine the aiming behavior of each button during the pressing process. In other words, it is necessary to determine the aiming behavior in the game during the time interval from when the player's finger presses the button to when the finger leaves the button. Based on this aiming behavior, it can be determined whether the operation triggered by the button is an abnormal operation, and thus whether the button is a cheat button.

[0129] Based on the shooting operation data, a third aiming feature can be determined to reflect the aiming status of any shooting operation within the corresponding operation time. Based on this third aiming feature, it can be determined whether the shooting operation corresponding to the shooting operation data is an abnormal operation, and further, it can be determined whether the button that generated the shooting operation data is an external button.

[0130] Understandably, aiming can be determined based on the difficulty and accuracy of the aforementioned shooting operations. By determining the shooting operation data generated by each button, and comparing multiple shooting operation data, the button with the highest suspicion value is identified as the cheat button, and the operation triggered by this cheat button is considered an abnormal operation.

[0131] In one possible implementation, obtaining the first and second positions in step S20, and obtaining the firing data in step S240, may include the following execution steps:

[0132] Step S280: Obtain first position, second position and shooting data based on at least one pre-embedded point set in the game client, wherein different pre-embedded points are used to obtain different types of data;

[0133] Step S282: Verify the first position, the second position, and the firing data to obtain the verified first position, the second position, and the firing data.

[0134] When acquiring player game data, pre-set points can be established in the game client. Multiple pre-set points can be set, with different types of game data corresponding to different pre-set points. By inserting code to acquire game data at these pre-set points in the game client, real-time game data can be obtained, including but not limited to shooting data and location data.

[0135] Understandably, some game data requires additional pre-installed tracking points in the client to be retrieved, while other data is necessary data generated when the game program interacts with the client and can be retrieved directly without setting up additional tracking points.

[0136] After obtaining game data from the client, the game data can be uploaded to the server. The server integrates and verifies the game data, removing outliers and null values ​​to determine the final data, namely the first and second positions obtained in step S20, and the shooting data obtained in step S240.

[0137] Figure 8 This is a schematic diagram of game data acquisition according to one embodiment of this application, such as... Figure 8 As shown, the server can acquire player game data in real time after the game starts, including but not limited to shooting data and position data, until the game ends. The server receives game data sent by the client in real time and integrates and verifies the received game data after the game ends to determine the final data, namely shooting data and first position.

[0138] The self-aiming technology detection method provided in this application embodiment can detect whether a shooting operation uses self-aiming technology by training a machine learning model. The model can be a supervised model, an unsupervised model, or a semi-supervised model, and this application embodiment does not limit it.

[0139] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this application.

[0140] This embodiment also provides a self-aiming technology detection device, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0141] Figure 9 This is a structural block diagram of a self-aiming technology detection device according to one embodiment of this application, such as... Figure 9 As shown, taking the self-aiming technology detection device 900 as an example, a graphical user interface (GUI) is obtained by executing a software application on the processor of a user terminal and rendering it on the display of the user terminal. The content displayed in the GUI at least partially includes a virtual game scene, which includes at least one virtual weapon. The self-aiming technology detection device 900 includes: an acquisition module 901, used to acquire a first position and a second position in the GUI, wherein the first position is the position of the target object in the virtual game scene mapped to the GUI, and the second position is the position of the crosshair of the virtual weapon in the GUI; a determination module 902, used to determine a first aiming feature based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of the shooting operation; and a detection module 903, used to detect the shooting operation based on the first aiming feature to determine whether the shooting operation meets the target feature, wherein the target feature is used to indicate the use of self-aiming technology.

[0142] Optionally, the determining module 902 is further configured to: determine the aiming distance based on the first position and the second position, wherein the aiming distance is the distance between the target object and the crosshair mapped to the graphical user interface; and determine the first aiming feature based on the aiming distance.

[0143] Optionally, the determining module 902 is further configured to: determine the arc feature of the shooting operation based on the first position and the second position, wherein the arc feature is the arc value of the angle between the first target direction and the preset direction in the graphical user interface, and the first target direction is the direction of the first position relative to the second position in the graphical user interface; and determine the first aiming feature based on the aiming distance and the arc feature.

[0144] Optionally, the detection module 903 is further configured to: acquire shooting data, wherein the shooting data is used to describe the shooting attributes of the virtual weapon; determine a second aiming feature based on the shooting data, wherein the second aiming feature is used to reflect the difficulty of the shooting operation; and detect the shooting operation based on the first aiming feature, the second aiming feature, and a preset weight value.

[0145] Optionally, the shooting data includes aiming data, which is the angle between the direction of the second target and the direction of view in the virtual game scene. The direction of the second target is the direction of the target object in the virtual game scene relative to the crosshair of the virtual weapon in the virtual game scene. The direction of view is the direction of the center of view of the current virtual camera. The detection module 903 is also used to: determine the angular velocity and angular acceleration of the target object's movement based on the aiming data, wherein the angular velocity is used to reflect the movement speed of the target object and the angular acceleration is used to reflect the movement acceleration of the target object; and determine the first aiming sub-feature of the shooting operation based on the angular velocity and angular acceleration, wherein the first aiming feature is used to reflect the relationship between the angular velocity and angular acceleration and the difficulty of the shooting operation.

[0146] Optionally, the firing data also includes scope data, which is used to indicate the magnification of the scope used in the firing operation. The detection module 903 is also used to determine the first sight feature based on the scope data, angular velocity, and angular acceleration.

[0147] Optionally, the shooting data also includes recoil data, and the detection module 903 is further used to: determine the sway speed of the aiming reticle based on the recoil data; determine the second aiming feature of the shooting operation based on the sway speed, wherein the second aiming feature is used to reflect the relationship between the sway speed and the difficulty of the shooting operation; and determine the second aiming feature based on the first aiming feature and the second aiming feature.

[0148] Optionally, the acquisition module 901 is further configured to: acquire the third position of a preset part of a target object in a virtual game scene; and map the third position onto a graphical user interface to obtain the first position.

[0149] Optionally, the detection module 903 is further configured to: determine a third aiming sub-feature based on the aiming distance, wherein the third aiming sub-feature is used to reflect the relationship between the aiming distance and the aiming accuracy of the shooting operation; determine the arc feature interval where the arc feature is located within a preset time period; determine a fourth aiming sub-feature based on the arc feature interval, wherein the fourth aiming sub-feature is used to reflect the relationship between the arc feature interval and the aiming accuracy of the shooting operation; and determine a first aiming feature based on the third aiming sub-feature and the fourth aiming sub-feature.

[0150] Optionally, it also includes a button module for acquiring shooting operation data, wherein the shooting operation data is used to control the virtual weapon to be in a firing state; determining a third aiming feature based on the shooting operation data, wherein the third aiming feature is used to reflect the aiming status of any shooting operation within the corresponding operation duration; and determining abnormal operations based on the third aiming feature.

[0151] Optionally, it also includes a verification module for obtaining first position, second position and shooting data based on at least one pre-embedded point set in the game client, wherein different pre-embedded points are used to obtain different types of data; and verifying the first position, second position and shooting data to obtain verified first position, second position and shooting data.

[0152] Optionally, the detection module 903 is further configured to: determine the probability that the shooting operation satisfies the target features based on the first aiming feature, the second aiming feature and the preset weight value; and determine that the shooting operation satisfies the target features in response to the probability being greater than the preset probability.

[0153] It should be noted that the above modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above modules are located in the same processor; or, the above modules are located in different processors in any combination.

[0154] Embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when run.

[0155] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0156] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.

[0157] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0158] Step S20: Obtain the first position and the second position in the graphical user interface, wherein the first position is the position of the target object in the virtual game scene mapped to the graphical user interface, and the second position is the position of the crosshair of the virtual weapon in the graphical user interface;

[0159] Step S22: Determine a first aiming feature based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of the shooting operation;

[0160] Step S24: Detect the shooting operation based on the first aiming feature to determine whether the shooting operation meets the target feature, wherein the target feature is used to indicate the use of self-aiming technology.

[0161] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining an aiming distance based on a first position and a second position, wherein the aiming distance is the distance between a target object and a crosshair mapped to a graphical user interface; and determining a first aiming feature based on the aiming distance.

[0162] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining the arc feature of the shooting operation based on a first position and a second position, wherein the arc feature is the arc value of the angle between a first target direction and a preset direction in the graphical user interface, and the first target direction is the direction of the first position relative to the second position in the graphical user interface; determining a first aiming feature based on the aiming distance and the arc feature.

[0163] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: acquiring firing data, wherein the firing data is used to describe the firing attributes of the virtual weapon; determining a second aiming feature based on the firing data, wherein the second aiming feature is used to reflect the difficulty level of the firing operation; and detecting the firing operation based on the first aiming feature, the second aiming feature, and a preset weight value.

[0164] Optionally, the shooting data includes aiming data, which is the angle between the direction of a second target and the direction of view in the virtual game scene. The direction of the second target is the direction of the target object in the virtual game scene relative to the crosshair of the virtual weapon in the virtual game scene. The direction of view is the direction of the center of view of the current virtual camera. The aforementioned computer-readable storage medium is also configured to store program code for performing the following steps: determining the angular velocity and angular acceleration of the target object's movement based on the aiming data, wherein the angular velocity reflects the speed of the target object's movement and the angular acceleration reflects the acceleration of the target object's movement; determining a first aiming sub-feature of the shooting operation based on the angular velocity and angular acceleration, wherein the first aiming feature reflects the relationship between the angular velocity and angular acceleration and the difficulty of the shooting operation.

[0165] Optionally, the firing data also includes scope data, which indicates the magnification of the scope used in the firing operation, and the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining a first aiming sub-feature based on the scope data, angular velocity, and angular acceleration.

[0166] Optionally, the firing data also includes recoil data, and the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining the sway speed of the sight based on the recoil data; determining a second aiming feature of the firing operation based on the sway speed, wherein the second aiming feature is used to reflect the relationship between the sway speed and the difficulty of the firing operation; and determining a second aiming feature based on the first aiming feature and the second aiming feature.

[0167] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining a third position of a preset part of a target object in a virtual game scene; mapping the third position onto a graphical user interface to obtain a first position.

[0168] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining a third aiming sub-feature based on the aiming distance, wherein the third aiming sub-feature is used to reflect the relationship between the aiming distance and the aiming accuracy of the shooting operation; determining the arc feature interval where the arc feature is located within a preset time period; determining a fourth aiming sub-feature based on the arc feature interval, wherein the fourth aiming sub-feature is used to reflect the relationship between the arc feature interval and the aiming accuracy of the shooting operation; and determining a first aiming feature based on the third aiming sub-feature and the fourth aiming sub-feature.

[0169] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: acquiring firing operation data, wherein the firing operation data is used to control the virtual weapon to be in a firing state; determining a third aiming feature based on the firing operation data, wherein the third aiming feature is used to reflect the aiming status of any firing operation within the corresponding operation duration; and determining abnormal operations based on the third aiming feature.

[0170] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: acquiring first position, second position, and shooting data based on at least one pre-embedded point set in the game client, wherein different pre-embedded points are used to acquire different types of data; verifying the first position, second position, and shooting data to obtain verified first position, second position, and shooting data.

[0171] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining the probability that a firing operation satisfies the target characteristics based on a first aiming feature, a second aiming feature, and a preset weight value; and determining that the firing operation satisfies the target characteristics in response to a probability greater than a preset probability.

[0172] This embodiment of the computer-readable storage medium provides a technical solution for detecting auto-aiming technology. It involves acquiring a first position and a second position in the graphical user interface (GUI), where the first position is the location of a target object in the virtual game scene mapped to the GUI, and the second position is the position of the crosshair of a virtual weapon in the GUI. Based on the first and second positions, a first aiming feature is determined, reflecting the aiming accuracy of the shooting operation. The shooting operation is then detected based on the first aiming feature to determine whether it meets the target feature, which indicates the use of auto-aiming technology. This achieves the goal of automatically detecting whether shooting operations in the game use auto-aiming technology (i.e., auto-aiming cheats), effectively improving the detection speed and accuracy of the results. It solves the technical problem in related technologies where automatic detection of whether a player uses auto-aiming technology in the game results in low accuracy and slow detection speed.

[0173] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this application can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this application.

[0174] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this application may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this embodiment according to various exemplary embodiments of this application.

[0175] The program product for implementing the above-described method according to embodiments of this application may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of this application is not limited thereto. In the embodiments of this application, the computer-readable storage medium may be any tangible medium that contains or stores a program, which may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0176] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), electrically programmable read-only memory (EPROM) or flash memory, optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0177] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, radio frequency (RF), or any suitable combination thereof.

[0178] Embodiments of this application also provide an electronic device including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.

[0179] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.

[0180] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0181] Step S20: Obtain the first position and the second position in the graphical user interface, wherein the first position is the position of the target object in the virtual game scene mapped to the graphical user interface, and the second position is the position of the crosshair of the virtual weapon in the graphical user interface;

[0182] Step S22: Determine a first aiming feature based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of the shooting operation;

[0183] Step S24: Detect the shooting operation based on the first aiming feature to determine whether the shooting operation meets the target feature, wherein the target feature is used to indicate the use of self-aiming technology.

[0184] Optionally, the processor may also be configured to perform the following steps via a computer program: determining an aiming distance based on a first position and a second position, wherein the aiming distance is the distance between the target object and the crosshair mapped to the graphical user interface; and determining a first aiming feature based on the aiming distance.

[0185] Optionally, the processor may also be configured to perform the following steps via a computer program: determining the arc feature of the shooting operation based on a first position and a second position, wherein the arc feature is the arc value of the angle between the first target direction and a preset direction in the graphical user interface, and the first target direction is the direction of the first position relative to the second position in the graphical user interface; and determining a first aiming feature based on the aiming distance and the arc feature.

[0186] Optionally, the processor may also be configured to perform the following steps via a computer program: acquiring firing data, wherein the firing data is used to describe the firing attributes of the virtual weapon; determining a second aiming feature based on the firing data, wherein the second aiming feature is used to reflect the difficulty of the firing operation; and detecting the firing operation based on the first aiming feature, the second aiming feature, and a preset weight value.

[0187] Optionally, the shooting data includes aiming data, which is the angle between the direction of the second target and the field of view in the virtual game scene. The direction of the second target is the direction of the target object in the virtual game scene relative to the crosshair of the virtual weapon in the virtual game scene. The field of view is the direction of the center of view of the current virtual camera. The processor can also be configured to perform the following steps through a computer program: determine the angular velocity and angular acceleration of the target object's movement based on the aiming data, wherein the angular velocity is used to reflect the movement speed of the target object and the angular acceleration is used to reflect the movement acceleration of the target object; determine the first aiming sub-feature of the shooting operation based on the angular velocity and angular acceleration, wherein the first aiming feature is used to reflect the relationship between the angular velocity and angular acceleration and the difficulty of the shooting operation.

[0188] Optionally, the firing data also includes scope data, which indicates the magnification of the scope used in the firing operation. The processor can also be configured to perform the following steps via a computer program: determining a first sight feature based on the scope data, angular velocity, and angular acceleration.

[0189] Optionally, the firing data also includes recoil data, and the processor can be configured to perform the following steps via a computer program: determining the sway speed of the sight based on the recoil data; determining a second aiming feature of the firing operation based on the sway speed, wherein the second aiming feature is used to reflect the relationship between the sway speed and the difficulty of the firing operation; and determining a second aiming feature based on the first aiming feature and the second aiming feature.

[0190] Optionally, the processor may also be configured to perform the following steps via a computer program: obtain the third position of a preset part of a target object in a virtual game scene; map the third position onto a graphical user interface to obtain the first position.

[0191] Optionally, the processor may also be configured to perform the following steps via a computer program: determining a third aiming sub-feature based on the aiming distance, wherein the third aiming sub-feature is used to reflect the relationship between the aiming distance and the aiming accuracy of the shooting operation; determining the arc feature interval where the arc feature is located within a preset time period; determining a fourth aiming sub-feature based on the arc feature interval, wherein the fourth aiming sub-feature is used to reflect the relationship between the arc feature interval and the aiming accuracy of the shooting operation; and determining a first aiming feature based on the third aiming sub-feature and the fourth aiming sub-feature.

[0192] Optionally, the processor may also be configured to perform the following steps via a computer program: acquiring firing operation data, wherein the firing operation data is used to control the virtual weapon to be in a firing state; determining a third aiming feature based on the firing operation data, wherein the third aiming feature is used to reflect the aiming status of any firing operation within the corresponding operation duration; and determining abnormal operations based on the third aiming feature.

[0193] Optionally, the processor may also be configured to perform the following steps via a computer program: acquiring first position, second position, and shooting data based on at least one pre-embedded point set in the game client, wherein different pre-embedded points are used to acquire different types of data; verifying the first position, second position, and shooting data to obtain verified first position, second position, and shooting data.

[0194] Optionally, the processor may also be configured to perform the following steps via a computer program: determining the probability that the firing operation satisfies the target characteristics based on the first aiming feature, the second aiming feature, and a preset weight value; and determining that the firing operation satisfies the target characteristics in response to the probability being greater than the preset probability.

[0195] In the electronic device of this embodiment, a technical solution for detecting auto-aiming technology is provided. This involves acquiring a first position and a second position in the graphical user interface (GUI), where the first position is the location of a target object in the virtual game scene mapped to the GUI, and the second position is the position of the crosshair of a virtual weapon in the GUI. A first aiming feature is determined based on the first and second positions, reflecting the aiming accuracy of the shooting operation. The shooting operation is then detected based on the first aiming feature to determine whether it meets the target feature, which indicates the use of auto-aiming technology. This achieves the goal of automatically detecting whether shooting operations in the game use auto-aiming technology (i.e., auto-aiming cheats), effectively improving the detection speed and accuracy of the results. This solves the technical problem in related technologies where automatic detection of whether a player uses auto-aiming technology in a game results in low accuracy and slow detection speed.

[0196] Figure 10 This is a schematic diagram of an electronic device according to an embodiment of this application. Figure 10 As shown, the electronic device 1000 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0197] like Figure 10 As shown, the electronic device 1000 is presented in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processor 1010, at least one memory 1020, a bus 1030 connecting different system components (including memory 1020 and processor 1010), and a display 1040.

[0198] The memory 1020 stores program code that can be executed by the processor 1010, causing the processor 1010 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this application.

[0199] The memory 1020 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 10201 and / or cache memory 10202, and may further include read-only memory (ROM) 10203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0200] In some instances, memory 1020 may also include programs / utilities 10204 having a set (at least one) of program modules 10205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1020 may further include memory remotely located relative to processor 1010, which can be connected to electronic device 1000 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0201] Bus 1030 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1010, or a local bus using any of the various bus structures.

[0202] The display 1040 may be, for example, a touch-screen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1000.

[0203] Optionally, the electronic device 1000 can also communicate with one or more external devices 1100 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1000, and / or any device that enables the electronic device 1000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1050. Furthermore, the electronic device 1000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1060. Figure 10 As shown, network adapter 1060 communicates with other modules of electronic device 1000 via bus 1030. It should be understood that, although... Figure 10As not shown, other hardware and / or software modules may be used in conjunction with electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Array of Independent Disks (RAID) systems, tape drives, and data backup storage systems.

[0204] The aforementioned electronic device 1000 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.

[0205] Those skilled in the art will understand that Figure 10 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, the electronic device 1000 may also include components that are more... Figure 10 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 1020 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the self-aiming technology detection method in this embodiment. The processor 1010 executes various functional applications and data processing by running the computer program stored in the memory 1020, thereby realizing the aforementioned self-aiming technology detection method.

[0206] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0207] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0208] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.

[0209] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0210] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0211] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.

[0212] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.

Claims

1. A method for detecting self-aiming technology, characterized in that, The method includes: Obtain a first position and a second position in the graphical user interface, wherein the first position is the position of the target object in the virtual game scene mapped to the graphical user interface, and the second position is the position of the crosshair of the virtual weapon in the graphical user interface; A first aiming feature is determined based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of the shooting operation; The firing operation is detected based on a first aiming feature to determine whether the firing operation meets the target feature, wherein the target feature is used to indicate the use of auto-aiming technology; The detection of the shooting operation based on the first aiming feature includes: acquiring shooting data, wherein the shooting data is used to describe the shooting attributes of the virtual weapon, the shooting data includes aiming data, the aiming data is the angle value between the second target direction and the field of view direction in the virtual game scene, the second target direction is the direction of the target object in the virtual game scene relative to the crosshair of the virtual weapon in the virtual game scene, and the field of view direction is the direction of the center of view of the current virtual camera; determining the angular velocity and angular acceleration of the target object's movement based on the aiming data, wherein the angular velocity is used to reflect the movement speed of the target object, and the angular acceleration is used to reflect the movement acceleration of the target object; determining the first aiming sub-feature in the second aiming feature of the shooting operation based on the angular velocity and the angular acceleration, wherein the second aiming feature is used to reflect the difficulty level of the shooting operation, and the first aiming sub-feature is used to reflect the relationship between the angular velocity and the angular acceleration and the difficulty level of the shooting operation; and detecting the shooting operation based on the first aiming feature, the second aiming feature, and a preset weight value.

2. The method according to claim 1, characterized in that, Determining the first aiming feature based on the first position and the second position includes: The aiming distance is determined based on the first position and the second position, wherein the aiming distance is the distance between the target object and the crosshair mapped to the graphical user interface; The first aiming feature is determined based on the aiming distance.

3. The method according to claim 2, characterized in that, Determining the first aiming feature based on the aiming distance includes: The arc feature of the shooting operation is determined based on the first position and the second position, wherein the arc feature is the arc value of the angle between the first target direction and the preset direction in the graphical user interface, and the first target direction is the direction of the first position relative to the second position in the graphical user interface; The first aiming feature is determined based on the aiming distance and the arc feature.

4. The method according to claim 1, characterized in that, The firing data also includes scope data, which indicates the magnification of the scope used in the firing operation. Determining the first aiming sub-feature of the firing operation based on the angular velocity and the angular acceleration includes: The first aiming feature is determined based on the aiming scope data, the angular velocity, and the angular acceleration.

5. The method according to claim 4, characterized in that, The firing data also includes recoil data, and determining the second aiming feature based on the firing data further includes: The recoil data is used to determine the sway speed of the crosshair; A second aiming feature of the shooting operation is determined based on the jitter speed, wherein the second aiming feature is used to reflect the relationship between the jitter speed and the difficulty of the shooting operation; The second aiming feature is determined based on the first aiming feature and the second aiming feature.

6. The method according to claim 1, characterized in that, Obtaining the first position in the graphical user interface includes: Obtain the third position of the preset part of the target object in the virtual game scene; The third position is mapped onto the graphical user interface to obtain the first position.

7. The method according to claim 3, characterized in that, Determining the first aiming feature based on the aiming distance and the arc feature includes: A third aiming sub-feature is determined based on the aiming distance, wherein the third aiming sub-feature is used to reflect the relationship between the aiming distance and the aiming accuracy of the shooting operation; Determine the range of arc features within a preset time period; A fourth aiming sub-feature is determined based on the arc feature range, wherein the fourth aiming sub-feature is used to reflect the relationship between the arc feature range and the aiming accuracy of the shooting operation; The first aiming feature is determined based on the third aiming feature and the fourth aiming feature.

8. The method according to claim 1, characterized in that, The method further includes: Acquire firing operation data, wherein the firing operation data is used to control the virtual weapon to be in firing state; A third aiming feature is determined based on the shooting operation data, wherein the third aiming feature is used to reflect the aiming status of any shooting operation within the corresponding operation time. Abnormal operations are determined based on the third aiming feature.

9. The method according to claim 1, characterized in that, Obtaining the first position, the second position, and the firing data includes: The first position, the second position, and the shooting data are obtained based on at least one pre-embedded point set in the game client, wherein different pre-embedded points are used to obtain different types of data; The first position, the second position, and the firing data are examined to obtain the examined first position, the second position, and the firing data.

10. The method according to claim 1, characterized in that, The detection of the shooting operation based on the first aiming feature, the second aiming feature, and the preset weight value includes: The probability that the shooting operation satisfies the target characteristics is determined based on the first aiming feature, the second aiming feature, and the preset weight value; In response to the probability being greater than a preset probability, it is determined that the shooting operation satisfies the target characteristics.

11. A self-aiming technology detection device, characterized in that, The device includes: The acquisition module is used to acquire a first position and a second position in the graphical user interface, wherein the first position is the position of the target object in the virtual game scene mapped to the graphical user interface, and the second position is the position of the crosshair of the virtual weapon in the graphical user interface; A determining module is configured to determine a first aiming feature based on the first position and the second position, wherein the first aiming feature is used to reflect the aiming accuracy of the shooting operation; A detection module is used to detect the firing operation based on a first aiming feature to determine whether the firing operation meets the target feature, wherein the target feature is used to indicate the use of auto-aiming technology; The detection module is further configured to acquire shooting data, wherein the shooting data describes the shooting attributes of the virtual weapon, and includes aiming data, which is the angle between the second target direction and the field of view direction in the virtual game scene. The second target direction is the direction of the target object in the virtual game scene relative to the crosshair of the virtual weapon in the virtual game scene, and the field of view direction is the direction of the center of view of the current virtual camera. Based on the aiming data, the module determines the angular velocity and angular acceleration of the target object's movement, wherein the angular velocity reflects the target object's movement speed, and the angular acceleration reflects the target object's movement acceleration. Based on the angular velocity and the angular acceleration, the module determines a first aiming sub-feature in the second aiming feature of the shooting operation, wherein the second aiming feature reflects the difficulty of the shooting operation, and the first aiming sub-feature reflects the relationship between the angular velocity and the angular acceleration and the difficulty of the shooting operation. The module detects the shooting operation based on the first aiming feature, the second aiming feature, and a preset weight value.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the self-aiming detection method as described in any one of claims 1 to 8 when run on a computer or processor.

13. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the self-aiming detection method as described in any one of claims 1 to 8.

Citation Information

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