Cloud game anti-cheating method and device, equipment, storage medium and program product

By identifying and delaying the playback of video streams outside the effective game area in the chess and card game, the problem of anti-cheating in the prior art increases game costs and affecting user experience is solved, and the effective anti-cheating and smooth experience of cloud games and user communication is achieved.

CN119113525APending Publication Date: 2024-12-13MIGU INTERACTIVE ENTERTAINMENT CO LTD +2
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Patent Information

Application Number
CN202411098882.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-12
Publication Date
2024-12-13

AI Technical Summary

Technical Problem

When preventing cheating in chess and card games, users usually require the use of additional devices such as laptops or desktops, which increases the cost of gaming and server burden and affects the user experience.

Method used

By identifying the effective game area in the game screen, copying and delaying playback of the video stream, playing the video stream in the effective game area in real time, and playing the video stream outside the game area delays the playback of the cheating information, while not requiring additional equipment.

Benefits of technology

The cloud game anti-cheating process has been realized, the user experience has been protected, the anti-cheating process of online games has been simplified, and the impact on user communication has been reduced.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a cloud game anti-cheating method and device, equipment, a storage medium and a program product in the technical field of cloud games. The method comprises the following steps: identifying an effective game area in a game picture of a current game; copying the video stream of the current game to obtain a copied video stream; and overlapping the video stream of the effective game area of the current game on the copied video stream for real-time playing, wherein the copied video stream is played by delaying a preset time length. According to the scheme, the video stream in the effective game area is played in real time, the video stream outside the effective game area is delayed to be played, even if a user cheats through a secret signal such as an estrus packet, the secret signal cannot be transmitted to the client of the opposite side before the user performs the next game operation, additional equipment is not needed, and the user experience is improved. Therefore, the anti-cheating of the online game can be realized more simply and timely, meanwhile, the influence on the communication of the user in the game is small, and the user experience is ensured.
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Description

Technical Field

[0001] The present disclosure relates to the field of cloud gaming technology, and in particular to a cloud gaming anti-cheating method, device, equipment, storage medium, and program product. Background Art

[0002] At present, there are cases of cheating by using secret codes in chess and card games. For example, in the current round of playing cards, sending a tea pouring emoticon to teammates means that teammates need to play bombs, and sending a three-stick emoticon to teammates means that teammates need to play three and bring one. In order to avoid the above situation, the anti-cheating methods in the prior art usually force users to turn on the microphone and camera. For example, in the competition, chess players are required to use laptops or desktops with cameras and microphones to play the game. This method requires additional equipment, which increases the cost of the game and the burden on the game server; or the game itself does not provide communication or prohibits communication, but this method seriously affects the user's experience in the game. Summary of the invention

[0003] In order to solve the above technical problems, the embodiments of the present disclosure provide a cloud game anti-cheating method, device, equipment, storage medium and program product, which realize cloud game anti-cheating while ensuring the user communication experience.

[0004] A first aspect of the embodiments of the present disclosure provides a cloud game anti-cheating method, including:

[0005] Identify the valid game area in the game screen of the current game;

[0006] Copy the video stream of the current game to obtain a copied video stream;

[0007] The video stream of the effective game area of ​​the current game is superimposed on the copied video stream and played in real time, and the copied video stream is played with a delay of a preset time length.

[0008] A second aspect of the embodiments of the present disclosure provides a device, including:

[0009] An identification module, configured to identify a valid game area in a game screen of a current game;

[0010] A copy module, configured to copy the video stream of the current game to obtain a copy video stream;

[0011] The playback module is configured to superimpose the video stream of the effective game area of ​​the current game on the copied video stream for real-time playback, and the copied video stream is played with a delay of a preset time length.

[0012] According to a third aspect of the embodiments of the present disclosure, there is provided an electronic device, including:

[0013] at least one processor;

[0014] a memory for storing the at least one processor-executable instruction;

[0015] Wherein, the at least one processor is used to execute the instructions to implement the above method.

[0016] According to a fourth aspect of an embodiment of the present disclosure, a computer-readable storage medium is provided. When instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is enabled to perform the above method.

[0017] A fifth aspect of an embodiment of the present disclosure provides a computer program product, including a computer program, which implements the steps of the above-mentioned cloud game anti-cheating method when executed by a processor.

[0018] At least one of the above-mentioned technical solutions adopted in the embodiments of the present disclosure can achieve the following beneficial effects: this solution plays the video stream in the effective game area in real time, and delays the playback of the video stream outside the effective game area. Even if a user cheats by sending secret codes such as emoticons, the secret codes cannot be transmitted to the other party's client before the user makes the next game operation. Without the need for additional equipment, anti-cheating in online games can be implemented more simply and timely, and the impact on user communication in the game is also relatively small, thereby ensuring user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the present disclosure.

[0020] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, for ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.

[0021] Figure 1 A process diagram of a cloud game anti-cheating method provided by the present disclosure Figure 1 ;

[0022] Figure 2 A process diagram of a cloud game anti-cheating method provided by the present disclosure Figure 2 ;

[0023] Figure 3 A schematic diagram of a game screen in a cloud game anti-cheating method provided by an embodiment of the present disclosure;

[0024] Figure 4A schematic diagram of delayed playback of a copied video stream in a cloud game anti-cheating method provided by an embodiment of the present disclosure;

[0025] Figure 5 A schematic diagram of the structure of a user recall device provided in an embodiment of the present disclosure;

[0026] Figure 6 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure;

[0027] Figure 7 A schematic diagram of the structure of an exemplary computer system provided for an embodiment of the present disclosure. DETAILED DESCRIPTION

[0028] In order to more clearly understand the above-mentioned objectives, features and advantages of the present disclosure, the scheme of the present disclosure will be further described below. It should be noted that the embodiments of the present disclosure and the features in the embodiments can be combined with each other without conflict.

[0029] In the following description, many specific details are set forth to facilitate a full understanding of the present disclosure, but the present disclosure may also be implemented in other ways different from those described herein; it is obvious that the embodiments in the specification are only part of the embodiments of the present disclosure, rather than all of the embodiments.

[0030] It should be understood that the various steps described in the method embodiments of the present disclosure may be performed in different orders and / or in parallel. In addition, the method embodiments may include additional steps and / or omit the steps shown. The scope of the present disclosure is not limited in this respect.

[0031] It should be noted that the concepts such as "first" and "second" mentioned in the present disclosure are only used to distinguish different devices, modules or units, and are not used to limit the order or interdependence of the functions performed by these devices, modules or units.

[0032] It should be noted that the modifications of "one" and "plurality" mentioned in the present disclosure are illustrative rather than restrictive, and those skilled in the art should understand that unless otherwise clearly indicated in the context, it should be understood as "one or more".

[0033] The names of the messages or information exchanged between multiple devices in the embodiments of the present disclosure are only used for illustrative purposes and are not used to limit the scope of these messages or information.

[0034] Combine the following Figure 1-Figure 7 , the cloud game anti-cheating method, device, equipment, storage medium and program product provided by the embodiments of the present disclosure are described.

[0035] Figure 1A process diagram of a cloud game anti-cheating method provided by the present disclosure Figure 1 ,like Figure 1 As shown, a cloud game anti-cheating method according to an embodiment of the present disclosure includes:

[0036] S111, identifying a valid game area in a game screen of a current game;

[0037] The server identifies the valid game area in the game screen of the current game, where the valid game area refers to the area in the game screen that the user needs to present to himself and other users in the game when playing the game, and the user and other users in the game need to judge further game operations based on the content presented in this area. For example, in a chess and card game, the user's card-playing area and the user's own hand area belong to the valid game area, while the area for displaying emoticons and the chat dialogue area do not belong to the valid game area. This part of the area belongs to the interactive experience area, and the user cheats by transmitting secret codes in the interactive experience area.

[0038] S112, copying the video stream of the current game to obtain a copied video stream;

[0039] Copy the video stream of the current game to obtain a copied video stream.

[0040] S113, superimposing the video stream of the effective game area of ​​the current game on the copied video stream for real-time playback, and the copied video stream is played with a delay of a preset time.

[0041] Among them, the preset time is set according to the game settings, and it is required that the preset time must be greater than or equal to the specified time for the user to perform game operations. For example, in chess and card games, there is a system-specified time for playing cards. If the time is exceeded, the system will automatically play the cards.

[0042] In the disclosed embodiment, the server identifies the valid game area in the game screen of the current game; and copies the video stream of the current game into a copy of the video stream; the video stream of the valid game area of ​​the current game is superimposed on the copy of the video stream and played in real time, and the copy of the video stream is played after a preset delay. This solution plays the video stream in the valid game area in real time, and delays the playback of the video stream outside the valid game area. Even if a user cheats by sending emoticons or other secret codes, the secret code cannot be transmitted to the other party's client before the user makes the next game operation. Without the need for additional equipment, anti-cheating in online games can be achieved more simply and timely, and the impact on user communication in the game is also relatively small, ensuring user experience.

[0043] Figure 2 A process diagram of a cloud game anti-cheating method provided by the present disclosure Figure 2 ,like Figure 2As shown, a cloud game anti-cheating method provided by the embodiment of the present disclosure includes the following steps:

[0044] First, assume that all users are cheating, and start from the cheater's end and perform the following operations:

[0045] Step S201, the server identifies a valid game area in the game screen of the current game;

[0046] The effective game area refers to the area on the game screen that the user needs to present to himself and other users in the game when playing the game, and the user and other users in the game need to judge further game operations based on the content presented in this area. For example, in a chess and card game, the user's card-playing area and the user's own hand area belong to the effective game area, while the area for displaying emoticons and the chat area do not belong to the effective game area.

[0047] Figure 3 A schematic diagram of a game screen in a cloud game anti-cheating method provided by an embodiment of the present disclosure, such as Figure 3 As shown, for chess and card games, the server finds the card-playing area in the game screen ( Figure 3 In the embodiment disclosed herein, the effective game area is the card-playing area framed by the dotted lines and the user's own hand area.

[0048] The card-playing area can be determined by comparing the previous and next frames to find the boundary where the pixels change, forming a rectangle, which is the card-playing area. In the disclosed embodiment, the effective game area in the game screen of the current game is identified by the following method:

[0049] Image acquisition: For a single game, the server captures the current image frame (game screen screenshot) every 1 second. For example, if the game lasts 5 minutes, a total of 300 images (width*height) are obtained.

[0050] Image preprocessing: For each frame, perform some grayscale preprocessing to obtain a width*height matrix with pixel values ​​0-255.

[0051] Pixel difference calculation: The pixel difference of corresponding positions is the key to finding the changed area. This is achieved by calculating the absolute difference between corresponding pixels of the two images, that is, |pixel1-pixel2|.

[0052] Threshold processing: Use a threshold for binarization, with an empirical value of 30. Differences exceeding the threshold are considered changes, and changes are set to 1, and no changes are set to 0, resulting in a 0,1 matrix A of width*height.

[0053] Connected region analysis: traverse the 0, 1 matrix A, identify the areas with the same and adjacent pixel values, and obtain the 0, 1 matrix B of width*height.

[0054] Mark the changed area: Traverse B to find the largest rectangle (with the largest number of 0s) in the changed area and mark it on the image, which is the red rectangle in the figure.

[0055] Step S202, copying the video stream of the current game to obtain a copied video stream;

[0056] After identifying the valid game area, the video stream A of the current game is copied to the video stream B (copying the video stream), that is, the instance copy of the cloud game.

[0057] The basic principle of cloud gaming is that the user sends a command stream to the cloud, which performs rendering and encoding and returns the video stream. This step implements instance replication, that is, saving the current game session and archive, persisting them to cloud storage or database, opening the game in the remaining idle instances and reading the session and archive, so that a single user's command stream is sent to two cloud instances at the same time to achieve replication.

[0058] Step S203: Video stream A retains the part of the valid game area, deletes the rest, and video stream A is superimposed on video stream B;

[0059] Video stream A displays the part outlined by the red frame, and deletes the rest. Video stream A is superimposed on video stream B. The main implementation logic of the above deletion is pixel interception. The server selects the cropping area (according to the coordinates of the four vertices of the red frame rectangle, the X min , X max , Y min , Y max ), extract the pixel data of the area through pixel interception operation. Further operations on the pixel array of the video frame are performed to retain only the pixel values ​​of the specified area and remove other areas, that is, to save the video frame smaller than X. min or Y min , greater than X max or Y max The pixels in the area are cleared. The above is a single-frame operation. For video, this operation is performed on each frame.

[0060] The main implementation logic of overlay is pixel coverage. The pixel values ​​of the cropped video stream A are replaced with the pixel values ​​of the corresponding positions of the video stream B according to the coordinates to achieve overlay. The output video stream is the final effect of video stream A after cropping and superimposed on video stream B.

[0061] Step S204, superimposing the video stream of the effective game area of ​​the current game on the copied video stream for real-time playback, and playing the copied video stream after a preset delay;

[0062] Figure 4 A schematic diagram of delayed playback of a copied video stream in a cloud game anti-cheating method provided by an embodiment of the present disclosure, such as Figure 4 As shown, the upper area is the video stream playback area, the lower area is the video stream preview area, the central area of ​​the video stream playback area plays video stream B, and the area outside the central area plays video stream A. For example, in the video stream preview area, video stream A plays normally, and video stream B plays with a delay of 10 seconds, that is, the video frame timestamps of video stream B are all increased by 10 seconds, and video stream A and the delayed video stream B are time-aligned.

[0063] The main operation of the server is: the server establishes a cache delay queue. On the queue, the data structure is mainly in the form of string + timestamp. When receiving the instruction stream, the instruction stream is stored in the string position in the queue, and the current time A to the timestamp position is recorded. A background thread or timer is used to poll the timestamps of all instructions in the queue every second. If the time of the instruction timestamp = current time - 10 seconds, it means that the instruction is actively delayed and aligned with the current time. The instruction is taken out of the queue and sent to the cloud for rendering to achieve video stream delay.

[0064] After the processing of steps S201-S204, it is achieved that from the user's perspective, the card-playing area and the personal hand area (i.e., the effective game area) are real-time; while the expression area and the chat area are delayed. Even if there is cheating by the player, the cheating screen information cannot be transmitted to the other terminal side in real time, and therefore the cheating cannot be successful.

[0065] Step S205: determine whether the user currently turns on background sound;

[0066] Through the output of the current audio stream of the game and the configuration information in the game archive (the user's configuration in cloud games is stored in the cloud, and whether to turn on background sound is one of the options), it can be determined whether the user currently has background sound turned on.

[0067] The corresponding game archive is generally a text file, such as:

[0068] [config]

[0069] Bgm=1

[0070] Step S206: If the user turns on the background sound, generate an opposite waveform for the background sound, superimpose the current audio stream C to eliminate the background sound D, and generate a new audio stream E;

[0071] Based on the digital audio of the background sound obtained in step S205, waveform analysis is performed on the audio to obtain the phase information of each frame, and each frame of the audio is phase-inverted by multiplying the phase value by -1, and the phase-inverted audio frames are reassembled into a complete audio file.

[0072] Step S207, delay the playback of audio stream E by 10 seconds, and then add background sound D (in the process of clouding the game, a folder is designated to store background sound files) to generate the final output audio stream F;

[0073] The logic of superposition mainly includes: taking the amplitude at the same time point through the digital signals of audio stream E and audio stream D, adding them to obtain a new amplitude, that is, the amplitude values ​​E(t) and D(t), and the superposition (addition) C(t) will be: C(t)=E(t)+D(t), and the result will be a new audio signal, which contains all the superimposed audio.

[0074] Through steps S205-S207, delayed playback of sound effects is achieved. The background sound is real-time, and the sound effect part is delayed (synchronized with the picture of the emoticon package). If there is cheating by the player, the sound information containing the cheating information cannot be transmitted to the other terminal side in real time.

[0075] Step S208, collecting the game data of the user before and after the steps S201-S207 are implemented;

[0076] The user's game data includes: records of sending emoticons, records of sending quick chats, room attributes, game results, game retention, etc.

[0077] Among them, single user data includes:

[0078] Number of sent expression records X1 (via server-side logging);

[0079] Send quick chat records X2 (via server-side logging);

[0080] Room attributes x3 (enumeration: 1 for individual play, 1 for friends play, 2 for experience points) (through server-side logging);

[0081] Number of wins x 4 (through personal records);

[0082] Number of losses x5 (according to personal records);

[0083] Total duration X6 (by personal record);

[0084] Second-round retention rate X7 (based on personal records);

[0085] Next-day retention rate X8 (through personal records);

[0086] All user data includes:

[0087] Number of sent expression records AVG1;

[0088] Send quick chat history AVG2.

[0089] Step 209: For users whose user behaviors f(x) differ greatly (e.g., greater than 50%) before and after anti-cheating is implemented, continue to execute steps S201-S207;

[0090]

[0091] Step 210: If the number of user behaviors is similar before and after the implementation of anti-cheating, and the results of the games are not much different, the user behavior is judged to be normal behavior and a non-cheating user, and the real-time rendering of the video and audio streams is restored, and the user process starts from the trusted end.

[0092] At the same time, the user data of the user in step S208 is also collected normally. If the number reaches the threshold, cheating is suspected and steps S201-S207 are repeated.

[0093] In the disclosed embodiment, the server identifies the effective game area in the game screen of the current game; and copies the video stream of the current game into a copy of the video stream; the video stream of the effective game area of ​​the current game is superimposed on the copy of the video stream and played in real time, and the copy of the video stream is played after a preset delay. This solution plays the video stream in the effective game area in real time, and delays the playback of the video stream outside the effective game area. Even if a user cheats by sending emoticons or other secret codes, the secret code cannot be transmitted to the other client before the user makes the next game operation; and further adopts the real-time playback of the background sound in the audio stream of the current game, and the delayed playback of the sound effect sound in the audio stream of the current game to prevent the cheating of the sound effect sound; and further by judging whether the user has cheating behavior, executing whether to perform anti-cheating operations, and continuously looping judgments, it is possible to achieve anti-cheating in online games more simply and timely. The above solution does not require additional equipment, and at the same time has little impact on user communication in the game, ensuring user experience.

[0094] Figure 5 A schematic diagram of the structure of a live broadcast transcoding device provided by an embodiment of the present disclosure, such as Figure 5 As shown, the device 500 includes:

[0095] The identification module 501 is configured to identify the valid game area in the game screen of the current game;

[0096] A copy module 502 is configured to copy the video stream of the current game to obtain a copy video stream;

[0097] The playback module 503 is configured to superimpose the video stream of the effective game area of ​​the current game on the copied video stream for real-time playback, and the copied video stream is played with a delay of a preset time length.

[0098] In some embodiments, the playback module 503 includes:

[0099] An effective area module, configured to cut and retain the video stream of the effective game area of ​​the current game, and delete the video stream outside the effective game area of ​​the current game;

[0100] The overlay module is configured to delay the playback of the copied video stream for a preset time, and overlay the video stream corresponding to the valid game area in the copied video stream with the video stream of the valid game area of ​​the current game played in real time through pixel replacement.

[0101] In some embodiments, the apparatus 500 further comprises:

[0102] The audio module is configured to play the background sound in the audio stream of the current game in real time and to play the sound effect sound in the audio stream of the current game with a delay.

[0103] In some embodiments, the audio module is further configured to play the sound effects in the audio stream of the current game synchronously with the copied video stream.

[0104] In some embodiments, the apparatus 500 further comprises:

[0105] The user data judgment module is configured to judge whether the user has cheated based on the collected game data of the user.

[0106] In some embodiments, the apparatus 500 further comprises:

[0107] The real-time rendering module is configured to play the video stream and audio stream of the current game in real time when it is determined that the user does not have any cheating behavior.

[0108] The implementation process of the functions and effects of each module in the above-mentioned device is specifically described in the implementation process of the corresponding steps in the above-mentioned method, which will not be repeated here.

[0109] Figure 6 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure is shown in FIG. Figure 6 As shown, an embodiment of the present disclosure also provides an electronic device, which includes at least one processor 601 and a memory 602 coupled to the processor 601, and the memory 602 is used to store executable instructions for at least one processor 601, wherein the at least one processor 601 is used to execute instructions to implement the steps of the above method of the embodiment of the present disclosure.

[0110] The processor 601 may also be referred to as a central processing unit (CPU), which may be an integrated circuit chip having signal processing capabilities. Each step in the method of the embodiment of the present disclosure may be completed by an integrated logic circuit of hardware in the processor 601 or by instructions in the form of software. The processor 601 may be a general-purpose processor, a digital signal processor (DSP), an ASIC, a field-programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, or a discrete hardware component. A general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method in conjunction with the embodiment of the present disclosure may be directly embodied as being executed by a hardware decoding processor, or may be executed by a combination of hardware and software modules in a decoding processor. The software module may be located in a memory 602, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, or other mature storage media in the art. The processor 601 reads the information in the memory 602 and completes the steps of the method in conjunction with its hardware.

[0111] Figure 7 The schematic diagram of the structure of an exemplary computer system provided by the embodiment of the present disclosure is as follows. According to the various operations / processing of the embodiment of the present disclosure, when implemented by software and / or firmware, the computer system having a dedicated hardware structure can be transmitted from a storage medium or a network, for example, Figure 7 The computer system 700 shown is installed with the programs constituting the software. When the various programs are installed, the computer system can execute various functions, including the functions described above.

[0112] Computer system 700 is intended to represent various forms of digital electronic computer devices, such as laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. Electronic devices can also represent various forms of mobile devices, such as personal digital processing, cellular phones, smart phones, wearable devices, and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely examples and are not intended to limit the implementation of the present disclosure described and / or claimed herein.

[0113] like Figure 7As shown, the computer system 700 includes a computing unit 701, which can perform various appropriate actions and processes according to a computer program stored in a read-only memory (ROM) 702 or a computer program loaded from a storage unit 708 into a random access memory (RAM) 703. In the RAM 703, various programs and data required for the operation of the computer system 700 can also be stored. The computing unit 701, the ROM 702, and the RAM 703 are connected to each other via a bus 704. An input / output (I / O) interface 705 is also connected to the bus 704.

[0114] A plurality of components in the computer system 700 are connected to the I / O interface 705, including: an input unit 706, an output unit 707, a storage unit 708, and a communication unit 709. The input unit 706 may be any type of device capable of inputting information to the computer system 700, and the input unit 706 may receive input digital or character information, and generate key signal inputs related to user settings and / or function control of the electronic device. The output unit 707 may be any type of device capable of presenting information, and may include, but is not limited to, a display, a speaker, a video / audio output terminal, a vibrator, and / or a printer. The storage unit 708 may include, but is not limited to, a disk, an optical disk. The communication unit 709 allows the computer system 700 to exchange information / data with other devices over a network such as the Internet, and may include, but is not limited to, a modem, a network card, an infrared communication device, a wireless communication transceiver, and / or a chipset, for example, a Bluetooth™ device, a WI-FI device, a WiMax device, a cellular communication device, and / or the like.

[0115] The computing unit 701 may be a variety of general and / or special processing components with processing and computing capabilities. Some examples of the computing unit 701 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various dedicated artificial intelligence (AI) computing chips, various computing units running machine learning model algorithms, digital signal processors (DSPs), and any appropriate processors, controllers, microcontrollers, etc. The computing unit 701 performs the various methods and processes described above. For example, in some embodiments, the above-mentioned method of the embodiment of the present disclosure may be implemented as a computer software program, which is tangibly included in a machine-readable medium, such as a storage unit 708. In some embodiments, part or all of the computer program may be loaded and / or installed on an electronic device via ROM 702 and / or a communication unit 709. In some embodiments, the computing unit 701 may be configured to perform the above-mentioned method of the embodiment of the present disclosure in any other appropriate manner (e.g., by means of firmware).

[0116] An embodiment of the present disclosure provides a computer-readable storage medium, which stores one or more programs. The one or more programs can be executed by one or more processors to implement the above method of the embodiment of the present disclosure.

[0117] The computer-readable storage medium may be a volatile memory, such as a random-access memory (RAM); or a non-volatile memory, such as a read-only memory (ROM), a flash memory, a hard disk drive (HDD) or a solid-state drive (SSD); or it may be a respective device including one or any combination of the above memories, such as a mobile phone, a computer, a tablet device, a personal digital assistant, etc.

[0118] It should be noted that the computer-readable storage medium disclosed above may be a computer-readable signal medium or a computer-readable storage medium or any combination of the above two. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in combination with an instruction execution system, device or device. In the present disclosure, a computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, in which a computer-readable program code is carried. This propagated data signal may take a variety of forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above. The computer readable signal medium may also be any computer readable medium other than a computer readable storage medium, which may send, propagate or transmit a program for use by or in conjunction with an instruction execution system, apparatus or device. The program code contained on the computer readable medium may be transmitted using any suitable medium, including but not limited to: wires, optical cables, RF (radio frequency), etc., or any suitable combination of the above.

[0119] An embodiment of the present disclosure provides a computer program product, including a computer program, which implements the steps of the above-mentioned cloud game anti-cheating method when executed by a processor.

[0120] In embodiments of the present disclosure, computer program codes for performing the operations of the present disclosure may be written in one or more programming languages ​​or a combination thereof, including but not limited to object-oriented programming languages, such as Java, Smalltalk, C++, and conventional procedural programming languages, such as "C" language or similar programming languages. The program code may be executed entirely on the computer, partially on the computer, as an independent software package, partially on the computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the computer via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0121] The modules, components or units involved in the embodiments described in the present disclosure may be implemented by software or hardware, wherein the names of the modules, components or units do not, in some cases, limit the modules, components or units themselves.

[0122] The functions described above herein may be performed at least in part by one or more hardware logic components. For example, exemplary hardware logic components that may be used include, without limitation, field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chip (SOCs), complex programmable logic devices (CPLDs), etc.

[0123] It should be noted that, in this article, terms such as "comprises", "includes" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also includes other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of more restrictions, an element defined by the sentence "comprises a ..." does not exclude the existence of other identical elements in the process, method, article or device including the element.

[0124] The above description is only a specific embodiment of the present disclosure, so that those skilled in the art can understand or implement the present disclosure. Various modifications to these embodiments will be apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the present disclosure. Therefore, the present disclosure will not be limited to the embodiments described herein, but will conform to the widest scope consistent with the principles and novel features applied herein.

Claims

1. A cloud game anti-cheating method, characterized in that: include: Identify the valid game area in the game screen of the current game; Copy the video stream of the current game to obtain a copied video stream; The video stream of the effective game area of ​​the current game is superimposed on the copied video stream and played in real time, and the copied video stream is played with a delay of a preset time length.

2. The method according to claim 1, characterized in that The step of superimposing the video stream of the effective game area of ​​the current game on the duplicate video stream for real-time playback, and delaying the playback of the duplicate video stream for a preset time period, comprises: Cut and retain the video stream of the current game's valid game area, and delete the video stream outside the current game's valid game area; The copied video stream is played with a delay of a preset time, and the video stream corresponding to the valid game area in the copied video stream is overwritten by the video stream of the valid game area of ​​the current game played in real time through pixel replacement.

3. The method according to claim 1 or 2, characterized in that: Also includes: Play the background sound in the current game's audio stream in real time, and play the sound effects in the current game's audio stream with a delay.

4. The method according to claim 3, characterized in that The sound effects in the audio stream of the current game are played synchronously with the copied video stream.

5. The method according to claim 4, characterized in that Also includes: Based on the collected game data of the user, determine whether the user has cheated.

6. The method according to claim 5, characterized in that When it is determined that the user does not have any cheating behavior, the real-time playback of the video stream and audio stream of the current game is resumed.

7. A device, characterized in that: include: An identification module, configured to identify a valid game area in a game screen of a current game; A copy module, configured to copy the video stream of the current game to obtain a copy video stream; The playback module is configured to superimpose the video stream of the effective game area of ​​the current game on the copied video stream for real-time playback, and the copied video stream is played with a delay of a preset time length.

8. An electronic device, characterized in that: include: at least one processor; a memory for storing the at least one processor-executable instruction; The at least one processor is configured to execute the instructions to implement the method as claimed in any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that: When the instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is enabled to perform the method according to any one of claims 1 to 6.

10. A computer program product, comprising a computer program, characterized in that When the computer program is executed by the processor, the steps of the cloud game anti-cheating method as described in any one of claims 1-6 are implemented.