A method for encrypting and protecting important data information of game users

By desensitizing game user data and constructing key coefficients, it is divided into two categories to encrypt in different finite domains, and selecting the private key with the largest information chaos coefficient for encryption, it solves the problem that traditional encryption algorithms are difficult to adapt to game data in different situations, and realizes high-security game data encryption.

CN119046975BActive Publication Date: 2025-06-20SHENZHEN YUEXIANG NETWORK TECH CO LTD +1
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Patent Information

Application Number
CN202410937644.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-07-12
Publication Date
2025-06-20
Estimated Expiration
2044-07-12

AI Technical Summary

Technical Problem

In the process of game data encryption, traditional ECC elliptic curve encryption algorithms are difficult to adapt to game data in different situations, and lack consideration of data status, resulting in the inability to effectively encrypt game data in different situations.

Method used

By obtaining the original data of the game user, performing desensitization processing, and then using elliptic curve encoding to obtain the game coded data. Data key coefficients are constructed based on account information and financial information, and the data is divided into two categories and encrypted in different finite fields. Select the random number through coordinate differences, use the hash function to generate alternative keys, and finally select the private key with the largest information chaos coefficient for encryption.

Benefits of technology

Effective encryption of game data in different situations is achieved, and by maximizing the information chaos coefficient, the encrypted ciphertext information is highly secure and difficult to decipher.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention relates to the technical field of data processing, and particularly relates to a method for encrypting and protecting important data information of game users. The method includes: obtaining original data; desensitizing and encoding the original data to obtain game encoded data, constructing a data key coefficient for each game user, and classifying the game encoded data into two categories according to the data key coefficient; encrypting each category of game encoded data to obtain encrypted data; calculating the information chaos degree of each category of encrypted data according to the coordinate points of each category of encrypted data; selecting random numbers through the coordinate differences of the two categories of game encoded data, and obtaining a number of alternative keys by using the random numbers with a hash function; selecting a final random private key according to the information chaos degree of each alternative key; and completing the encryption protection of the original data of game users according to the final random private key. The present invention ensures the chaotic state of the transmitted ciphertext, has a high degree of uncertainty of the ciphertext, and is more difficult to decipher.
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Description

Technical Field

[0001] The present invention relates to the technical field of data processing, and specifically relates to a method for encrypting and protecting important data information of game users. Background Art

[0002] With the continuous progress of society, games have been hailed as the ninth art and are experiencing a booming development stage. With the continuous evolution of technology and the deep integration of social culture, the game industry has become an indispensable part of people's daily lives. Various data generated during the process of users participating in games not only carry the time and efforts of users, but also contain certain practical value. Therefore, in the operation of games, the protection of user data becomes particularly important, which not only involves the security of users' personal accounts, but also directly relates to the economic and commercial interests of game companies themselves.

[0003] In today's digital game environment, user data not only includes basic personal information, but also includes multi-level content such as interaction records, virtual property, and social relationships during the game process. The security of this data directly affects the quality of the user experience.

[0004] Therefore, it is necessary to encrypt game data to prevent others from stealing it. When using the traditional ECC elliptic curve encryption algorithm for encryption, it is difficult to select the parameters of the elliptic curve, and there is no corresponding evaluation standard for different parameters. When choosing the private key during the encryption process, a random large number is often used without considering the state of the data, resulting in the inability to encrypt game data under different circumstances. Summary of the Invention

[0005] In order to solve the technical problem of encrypting game data under different circumstances, the present invention provides a method for encrypting and protecting important data information of game users. The specific technical solution adopted is as follows:

[0006] The present invention proposes a method for encrypting and protecting important data information of game users, which includes the following steps:

[0007] Obtain the original data of all game users;

[0008] Desensitize the original data to obtain desensitized game data; encode the desensitized game data using an elliptic curve to obtain game encoded data; construct the data key coefficient of game users according to the account information and financial information in the original data; divide the game encoded data into two categories according to the data key coefficient to obtain two finite fields;

[0009] Encrypt each category of game encoded data to obtain encrypted data; calculate the information chaos coefficient of each category of encrypted data according to the coordinate points of each category of encrypted data;

[0010] Select random numbers based on the coordinate differences between two types of game - coded data, and use the random numbers with a hash function to obtain several candidate keys; select the final random private key according to the information - scrambling coefficient of each candidate key;

[0011] Complete the encryption protection of the original data of game users according to the encryption in different finite fields with the final random private key;

[0012] The method of selecting random numbers based on the coordinate differences between two types of game - coded data and using the random numbers with a hash function to obtain several candidate keys is as follows:

[0013] ;

[0014] ;

[0015] In the formula, M represents a preset constant, U1 represents the number of users in the first - level encryption, U2 represents the number of users in the second - level encryption, represents a random number between [0, U1], represents the game - coded data of the th first - level encryption user, represents a random number between [0, U2], represents the th game - coded data of the second - level encryption user, represents a random number, represents the o - th random feature; represents a hash function, represents the o - th candidate key.

[0016] Preferably, the original data of all game users includes the account information, character information, equipment information, and financial information of game users.

[0017] Preferably, the method of desensitizing the original data to obtain desensitized game data is as follows:

[0018] Record the data that is a number in the original data as constant data, round down the ratio of each constant data to the preset constant to obtain the first splicing value, perform a modulo operation on each constant data and the preset constant to get the second splicing value, splice the first splicing value and the second splicing value to get a number, record the obtained number as the desensitized constant data, and after desensitizing all the constant data in the original data, the original data is recorded as desensitized game data.

[0019] Preferably, the method of constructing the data key coefficient of game users according to the account information and financial information in the original data is as follows:

[0020] Extract the playing time and average weekly login times of each game user from the account information of the original data, and extract the recharge amount of each game user from the financial information of the original data; Denote the product of the recharge amount and playing time of each game user as the first product, take the logarithm of the average weekly login times to obtain the first logarithmic value, and denote the product of the first product and the first logarithmic value as the data key coefficient of the game user.

[0021] Preferably, the method of classifying the game coding data according to the data key coefficient is as follows:

[0022] Perform linear normalization on the data key coefficient of each game user, denote the game users with normalized values greater than or equal to the preset threshold as first-level encrypted users, denote the game users with normalized values less than the preset threshold as second-level encrypted users, denote the game coding data corresponding to all first-level encrypted users as first game coding data, denote the game coding data corresponding to all second-level encrypted users as second game coding data, there is a first finite field for the first game coding data; there is a second finite field for the second game coding data.

[0023] Preferably, the method of encrypting each type of game coding data to obtain encrypted data is as follows:

[0024] Preset a base point, a private key, and a random number private key; Let the product of the preset base point and the preset private key be the preset public key;

[0025] For each type of game coding data, use the random number private key and the preset public key to encrypt the first game coding data into first encrypted data and encrypt the second game coding data into second encrypted data.

[0026] Preferably, the method of calculating the information confusion coefficient of each type of encrypted data according to the coordinate points of each type of encrypted data is as follows:

[0027] ;

[0028] In the formula, represents the s-th encrypted data; represents the abscissa of the game data point of the s-th encrypted data, represents the ordinate of the game data point of the s-th encrypted data, represents the standard deviation of the abscissas of all game coordinate points in the s-th encrypted data, represents the standard deviation of the ordinates of all game coordinate points in the s-th encrypted data, represents the probability that the coordinate of the j-th game data point in the s-th encrypted data appears, represents the number of game data points in the s-th encrypted data, represents the ciphertext confusion degree of the s-th encrypted data;

[0029] Add the ciphertext confusion degrees of the first encrypted data and the second encrypted data to obtain the information confusion coefficient of the user's encrypted data.

[0030] Preferably, the method for selecting the final random private key according to the information confusion coefficient of each alternative key is as follows:

[0031] Take each alternative key as a random key, calculate the information confusion coefficient of the user's encrypted data under this random key, and take the alternative key corresponding to the maximum information confusion coefficient as the final random private key.

[0032] Preferably, the method for encrypting and protecting the original data of the game user according to the final random private key in different finite fields is as follows:

[0033] Obtain the elliptic curve , the base point G, and the private key k through server A, and transmit them to server B. Server B desensitizes and encodes the original data to obtain the game encoded data, classifies the game encoded data, and respectively obtains under the final random private key in different finite fields, where ; After transmitting and the ciphertext from server B to server A, the ciphertext can be decrypted through the base point, the private key, and ; Save the elliptic curve , the base point G, and the private key k in server A, and save the ciphertext and the final random private key in server B to complete the encryption protection of the original data.

[0034] The present invention has the following beneficial effects: The present invention first performs digital desensitization on the sensitive digital content that may exist in the user data, constructs the key coefficient of the user data according to the characteristics of the game user data, and accurately measures the importance of the user data. Group the user data according to the key coefficient of the data. Furthermore, construct the information confusion coefficient of the user ciphertext data according to the confusion degree of the grouped data ciphertext. The larger the confusion coefficient, the safer the encrypted ciphertext information. Generate alternative keys according to the encrypted data content and random numbers to ensure the randomness of the alternative keys. Select the alternative key with the largest confusion coefficient among the alternative keys as the private key. Ensure the chaotic state of the transmitted ciphertext, with high uncertainty of the ciphertext and more difficult to decipher. Description of the Drawings

[0035] To more clearly illustrate the technical solutions and advantages in the embodiments of the present invention or the prior art, the following will briefly introduce the accompanying drawings required for the description of the embodiments or the prior art. Obviously, the accompanying drawings in the following description are only some embodiments of the present invention. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0036] Figure 1 Flowchart of a method for encrypting and protecting important data information of game users provided by an embodiment of the present invention;

[0037] Figure 2 Implementation flowchart of a method for encrypting and protecting important data information of game users provided by an embodiment of the present invention. Detailed implementation manners

[0038] To further elaborate on the technical means and effects adopted by the present invention to achieve the predetermined invention purpose, the following, in combination with the accompanying drawings and preferred embodiments, details the specific implementation manners, structures, features, and effects of a method for encrypting and protecting important data information of game users proposed according to the present invention. In the following description, different "one embodiment" or "another embodiment" do not necessarily refer to the same embodiment. In addition, the specific features, structures, or characteristics in one or more embodiments can be combined in any suitable form.

[0039] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the technical field to which the present invention belongs.

[0040] An embodiment of a method for encrypting and protecting important data information of game users:

[0041] The following specifically describes the specific solution of a method for encrypting and protecting important data information of game users provided by the present invention with reference to the accompanying drawings.

[0042] Please refer to Figure 1 , which shows a flowchart of a method for encrypting and protecting important data information of game users provided by an embodiment of the present invention. The method includes the following steps:

[0043] Step S001, obtain the original data of all game users.

[0044] When game users play games, their account information is saved in the database of the game company. Therefore, obtain the account information of each game user from the database of the game company, and query the role information, equipment information, financial information, etc. of the game user through the account information of the game user. In this embodiment, the account information, role information, equipment information, and financial information of a game user are taken as an example for description, and all the information data of the game user are recorded as the original data .

[0045] Thus, the original data of all game users is obtained.

[0046] Step S002: Desensitize the original data to obtain desensitized game data; encode the desensitized game data using elliptic curve encoding to obtain game encoded data; construct the data key coefficients of game users based on the account information and financial information in the original data; divide the game encoded data into two categories according to the data key coefficients.

[0047] Desensitize the numbers in the original data to make the information of all game users insensitive, reduce the distinguishability between high-value accounts and low-value accounts, and increase the difficulty of stealing high-value accounts; construct data key coefficients, obtain high-value accounts among all game users, focus on protecting high-value accounts, and increase the difficulty of stealing high-value accounts.

[0048] The method for desensitizing the numbers in the original data is as follows:

[0049] ;

[0050] In the formula, represents the number before desensitization in the original data, represents a predefined constant, which is set to 7 in this embodiment, represents rounding down, represents the modulo operation, represents the concatenation of two numbers, represents the number after desensitization of the original data, and the desensitized original data is denoted as . For example: if the number before desensitization is 150, then , , and the concatenated number is 213, and the desensitized number of 150 is 213.

[0051] Manually select an elliptic curve denoted as , encode the desensitized original data onto the elliptic curve. Among them, there are many well-known techniques for encoding onto the elliptic curve, which will not be elaborated here. After encoding the original data of all game users, several game coordinate points are obtained, and the encoded data is denoted as , where the encoding is to encode the original data of each game user to obtain a game coordinate point.

[0052] Protect different-value accounts to different extents, and focus on protecting high-value accounts. Among them, determining high-value accounts is based on the recharge amount, playing duration, and average weekly online times of game users. Based on these three factors, construct the data key coefficients of game users, and the formula is as follows:

[0053] ;

[0054] In the formula, represents the recharge amount of game user i in the game, represents the playing duration of game user i, represents the average number of times game user i logs in per week, represents the data key coefficient of game user i. Among them, the longer the playing duration and the larger the recharge amount, the more valuable the game data of the game user in the game; the average number of times of logging in per week represents the active state of the game user. The more active the game user, the more valuable the game data of the game user in the game and the more it needs to be encrypted and protected with emphasis.

[0055] Linearly normalize the data key coefficients of each game user obtained, and regard the game accounts of game users with larger normalized values as high-value accounts. Regard game users with normalized values greater than or equal to 0.5 as first-level encrypted users, and set their finite field as ; regard game users with normalized values less than 0.5 as second-level encrypted users, and set their finite field as . In this embodiment, set the finite field , and the finite field . Denote the encoded data corresponding to the first-level encrypted users as , and denote the encoded data corresponding to the second-level encrypted users as .

[0056] So far, the encoded data of different game users and their corresponding finite fields have been obtained.

[0057] Step S003: Encrypt each type of game encoded data to obtain encrypted data; calculate the information chaos coefficient of each type of encrypted data according to the coordinate points of each type of encrypted data.

[0058] In the asymmetric encryption process of the ECC elliptic curve, artificially set the base point G and the private key k, and calculate different public keys under different finite fields. The public key calculation formula is: , where G is the base point, represented as coordinates, the private key k is a value less than the ordinate of the base point, and the obtained public key is K, and K is represented as a coordinate. The K value represents two coordinates respectively under different finite fields, denoted as and . Then artificially set the random number private key r, and complete data encryption according to the random number private key, public key and encoded data to obtain user encrypted data. The formula is , where encryption is performed in different finite fields. Denote the data obtained by encrypting the encoded data of the first-level encrypted users as the first encrypted data , and denote the data obtained by encrypting the encoded data of the second-level encrypted users as the second encrypted data Among them, there are several game coordinate points in both the first encrypted data and the second encrypted data. The ciphertext confusion degree is obtained according to the horizontal and vertical coordinates of the game coordinate points and the frequency of each coordinate appearance. The formula is as follows:

[0059] ;

[0060] In the formula, represents the s-th encrypted data, where s takes 1 or 2; represents the abscissa of the game data points of the s-th encrypted data, represents the ordinate of the game data points of the s-th encrypted data, represents the standard deviation of the abscissas of all game coordinate points in the s-th encrypted data, represents the standard deviation of the ordinates of all game coordinate points in the s-th encrypted data, represents the probability that the coordinates of the j-th game data point in the s-th encrypted data appear, represents the number of game data points in the s-th encrypted data, represents the ciphertext confusion degree of the s-th encrypted data.

[0061] The ciphertext confusion degrees of the first encrypted data and the second encrypted data are added to obtain the information confusion coefficient of the user's encrypted data. Among them, the weaker the ciphertext regularity of the user's encrypted data, the stronger the confusion degree, the more difficult it is for eavesdroppers to crack, and the safer the user's encrypted data. The standard deviation of the abscissas in the encrypted data The larger it is, the more discrete the data is in the horizontal direction in the finite field. The standard deviation of the coordinates The larger it is, the more discrete the data is in the vertical direction in the finite field. The second term is the information entropy of the data in the finite field. The larger the entropy, the greater the uncertainty of the ciphertext information. The larger the standard deviation and entropy, the larger the information confusion coefficient of the user's encrypted data, indicating that the ciphertext information is more chaotic and the encryption effect is better.

[0062] The above formula calculates the information confusion coefficient of the user's encrypted data when the elliptic curve, finite field, base point, private key k, and random number private key r are all known.

[0063] So far, the information confusion coefficient of the user's encrypted data has been obtained.

[0064] Step S004: Select a random number according to the coordinate differences of two types of game coding data, and use the random number with a hash function to obtain several candidate keys; select the final random private key according to the information confusion coefficient of each candidate key.

[0065] Since different random number private keys will obtain different encryption results, in the finite field being determined, only through the random number private key To affect the distribution of the user's ciphertext data, when the key used is 128 bits, all possible numbers are exhausted to find the most suitable random number private key. This is unrealistic. Facing such a large number of numbers, exhaustive search is a time-consuming and laborious massive computing task. Compared with a reasonable random number private key For the limited improvement of the encryption effect, the time spent by the exhaustive search method is not proportional to the encryption benefit. Therefore, a relatively reasonable random number private key is calculated through the information chaos coefficient of the user's encrypted data. .

[0066] To ensure the randomness of the random number private key and to reduce the amount of calculation, first define a constant M, which takes the value of 20 in this embodiment. Denote the number of users in the first-level encryption as U1, and the number of users in the second-level encryption as U2; obtain the alternative key through the following formula:

[0067] ;

[0068] ;

[0069] In the formula, represents a random number between [0, U1], represents the encoded data of the th first-level encrypted user, represents a random number between [0, U2], represents the encoded data of the th second-level encrypted user, represents a random number, where the addition and subtraction of the user's encrypted data are the simultaneous addition and subtraction of the horizontal and vertical coordinates. represents the th random feature; represents a hash function, represents the th alternative key. The randomness of the random number is improved by the difference between the encrypted data of two randomly selected users in different finite fields, and the security is higher.

[0070] For each alternative key, calculate the information chaos coefficient of the user's encrypted data under the secondary alternative key, and take the alternative key corresponding to the maximum information chaos coefficient as the final random private key. Under the action of the final random private key, the encrypted data is more chaotic statistically and has less regularity, thus having higher security.

[0071] Step S005, complete the encryption protection of the original data of the game user according to the final random private key.

[0072] According to the above steps, the final random private key is obtained. Since the game user data will be transmitted in the server, for server A, randomly obtain an elliptic curve , base point G, private key k; Server A transfers the obtained elliptic curve, base point, and private key to Server B. Server B encodes the plaintext to be transferred to obtain encoded data, then classifies the encoded data and places it in different finite fields, and calculates the final random private key. Using the final random private key, it obtains , where ; Each of the two finite fields has a C1, and using the final random private key, it obtains the first encrypted data in the two finite fields respectively and the second encrypted data . The first encrypted data and the second encrypted data are the ciphertexts of the two finite fields respectively. After Server B transfers the of each finite field and the ciphertext corresponding to each finite field to Server A, for the of each finite field and the ciphertext of the finite field, it decrypts to obtain the encoded data. The decryption methods are and . It inverse-encodes the encoded data to obtain the desensitized data, and inverse-desensitizes the encoded data to obtain the plaintext data, that is, the game user data. Server A only stores the elliptic curve , base point G, private key k; Server B stores the final random key and the ciphertext. If someone steals the game user information, obtaining the data of only one server cannot complete the decryption. Thus, the encryption protection of the game user data is completed through the private keys set by the two servers. The implementation flowchart of the encryption is as shown in Figure 2 .

[0073] It should be noted that: The above sequence of the embodiments of the present invention is only for description and does not represent the superiority or inferiority of the embodiments. The processes depicted in the drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0074] Each embodiment in this specification is described in a progressive manner. The same or similar parts among the embodiments can be referred to each other. Each embodiment focuses on the differences from other embodiments.

Claims

1. A method for encrypting and protecting important data information of game users, characterized in that: The method comprises the following steps: Get the raw data of all game users; Desensitize the original data to obtain desensitized game data; use elliptic curve encoding to encode the desensitized game data to obtain game coded data; construct the data key coefficient of the game user based on the account information and financial information in the original data; divide the game coded data into two categories based on the data key coefficient to obtain two finite fields; Encrypt each type of game coding data to obtain encrypted data; calculate the information confusion coefficient of each type of encrypted data according to the coordinate points of each type of encrypted data; Random numbers are selected based on the coordinate differences between the two types of game encoding data, and the random numbers are used to obtain several candidate keys using a hash function; the final random private key is selected based on the information confusion coefficient of each candidate key; The encryption protection of the original data of the game users is completed by encrypting the final random private key in different limited fields; The method of selecting random numbers by using the coordinate difference of the two types of game encoding data and using the random numbers to obtain several candidate keys using a hash function is as follows: ; ; Where M represents a preset constant, U1 represents the number of first-level encryption users, and U2 represents the number of second-level encryption users. represents a random number between [o,U1], Indicates The first level encrypts the user's game encoding data, represents a random number between [o,U2], Indicates A second level of encryption for the user's game encoding data, Represents a random number, represents the oth random feature; represents a hash function, Indicates the oth candidate key.

2. A method for encrypting and protecting important game user data as claimed in claim 1, characterized in that: The original data of all game users includes game users' account information, character information, equipment information, and financial information.

3. A method for encrypting and protecting important game user data as claimed in claim 1, characterized in that: The method for desensitizing the original data to obtain the desensitized game data is: The digital data in the original data is recorded as constant data, the ratio of each constant data to the preset constant is rounded down to obtain the first splicing value, each constant data is modulo-operated with the preset constant to obtain the second splicing value, the first splicing value and the second splicing value are spliced ​​to obtain a number, and the obtained number is recorded as the desensitized constant data. After all the constant data in the original data are desensitized, the original data is recorded as the desensitized game data.

4. A method for encrypting and protecting important game user data as claimed in claim 1, characterized in that: The method for constructing the data key coefficient of the game user based on the account information and financial information in the original data is: The playing time and average weekly online times of each game user are extracted from the account information of the original data, and the recharge amount of each game user is extracted from the financial information of the original data; the product of the recharge amount and the playing time of each game user is recorded as the first product, the logarithm of the average weekly online times is taken to obtain the first logarithmic value, and the product of the first product and the first logarithmic value is recorded as the data key coefficient of the game user.

5. A method for encrypting and protecting important game user data as claimed in claim 1, characterized in that: The method of dividing the game coding data into two categories according to the data key coefficient to obtain two finite fields is: The data key coefficient of each game user is linearly normalized, and the game users whose normalized values ​​are greater than or equal to the preset threshold are recorded as first-level encryption users, and the game users whose normalized values ​​are less than the preset threshold are recorded as second-level encryption users. The game coding data corresponding to all first-level encryption users are recorded as first game coding data, and the game coding data corresponding to all second-level encryption users are recorded as second game coding data. There is a first finite field for the first game coding data; and there is a second finite field for the second game coding data.

6. A method for encrypting and protecting important game user data as claimed in claim 1, characterized in that: The method for encrypting each type of game encoding data to obtain encrypted data is: A preset base point, a private key and a random number private key are provided; and the product of the preset base point and the preset private key is used as the preset public key; For each type of game encoding data, a random number private key and a preset public key are used to encrypt the first game encoding data into first encrypted data, and the second game encoding data into second encrypted data.

7. A method for encrypting and protecting important game user data as claimed in claim 1, characterized in that: The method for calculating the information confusion coefficient of each type of encrypted data according to the coordinate points of each type of encrypted data is: ; In the formula, represents the sth encrypted data; The horizontal coordinate of the game data point representing the sth encrypted data, The ordinate of the game data point representing the sth encrypted data, Represents the standard deviation of the horizontal coordinates of all game coordinate points in the sth encrypted data, Represents the standard deviation of the ordinates of all game coordinate points in the sth encrypted data, represents the probability of the coordinates of the jth game data point in the sth encrypted data appearing, represents the number of game data points in the sth encrypted data, Indicates the degree of ciphertext confusion of the s-th encrypted data; The information chaos coefficient of the user encrypted data is obtained by adding the ciphertext chaos degree of the first encrypted data and the second encrypted data.

8. A method for encrypting and protecting important game user data as claimed in claim 1, characterized in that: The method for selecting the final random private key according to the information confusion coefficient of each candidate key is: Each candidate key is used as a random key, and the information confusion coefficient of the user's encrypted data is calculated under this random key. The candidate key corresponding to the maximum value of the information confusion coefficient is used as the final random private key.

9. A method for encrypting and protecting important game user data as claimed in claim 1, characterized in that: The method for completing encryption protection of the original data of the game user according to the encryption of the final random private key in different finite fields is: Get the elliptic curve through server A , base point G, private key k, and transmit it to server B. Server B desensitizes the original data and encodes it to obtain the game encoding data, and classifies the game encoding data. It obtains the final random private key in different finite fields. ,in ;Will After the ciphertext is transmitted from server B to server A, it is transmitted through the base point, private key, The ciphertext can be decrypted; the elliptic curve , base point G, private key k is stored in server A, ciphertext and final random private key are stored in server B, completing the encryption protection of the original data.

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