Identity authentication system involving specific network users
By introducing identity authentication and addiction confirmation systems in online games, using technologies such as cursor movement frequency, photo verification and network address monitoring, we can solve the problems of minors' misappropriation of accounts and excessive games, and ensure that they use game accounts within a reasonable time. Protect their finances and learning security.
Patent Information
- Application Number
- CN202411063104.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2020-12-17
- Publication Date
- 2024-12-31
AI Technical Summary
Minors spend a lot of money on online games and have difficulty controlling their behavior, which leads to the fact that the state sets regulations on minors to play games in vain. Minors use their parents' accounts to purchase accounts for second-hand transactions to play games, which affects their learning and finance. Safety.
Design an identity authentication system involving specific network users, including user-side behavior analysis system, identity authentication system, addiction confirmation system and parent-side module, through cursor movement frequency analysis, photo verification, network address monitoring, feature word monitoring and addiction Degree analysis determines whether the user is using the account for himself and using it within a reasonable time to prevent minors from continuing to play.
Effectively judge and prevent minors from using other people's accounts to play games, prevent the wasting of financial resources, ensure that minors use game accounts within a reasonable time, and reduce the negative impact on learning and health.
Smart Images

Figure CN119215424A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of identity authentication, and in particular to an identity authentication system involving a specific network user. Background Art
[0002] With the progress of society and the increasing pressure, modern young people are under increasing pressure. Many people choose appropriate ways to relieve stress, and playing games is the most popular way to relieve stress. With the gradual increase of the game industry, games are no longer a tool for young people to relieve stress, but an activity that all users participate in. There are many online games for primary and secondary school students, but because primary and secondary school students are all minors, it is difficult for minors to control their behavior, which causes minors to spend a lot of money on online games. Therefore, the state has set up special regulations for minors to play games, requiring real-name authentication for each user. Minors under the age of 16 are not allowed to register accounts, and minors aged between 16 and 18 can only play for two hours a day;
[0003] Although many game companies do not want to give up the market for minors playing games, they are forced to take some measures to restrict minors from registering and using games. However, although game companies have set up measures to prevent users under the age of 16 from registering games, and users under the age of 18 from playing games for more than two hours, these measures are ineffective. There are still many minors who go to second-hand trading platforms to buy "certified" accounts in order to play games, or when authentication is required, many minors steal their parents' photos to play games, which affects their studies, and steal their parents' accounts to buy game equipment, wasting money. Therefore, it is necessary to build an account that minors are not allowed to play games, so that minors can see the world clearly. Therefore, a system and method for identity authentication involving specific network users are needed to solve the above problems. Summary of the invention
[0004] The purpose of the present invention is to provide an identity authentication system involving a specific network user to solve the problems raised in the above background technology.
[0005] In order to solve the above technical problems, the present invention provides the following technical solutions:
[0006] Preferably, the system includes a user-side behavior analysis system, a user-side identity authentication system, an addiction confirmation system and a parent-side module. The user-side behavior analysis system is used to determine whether the user is playing the game based on the frequency of cursor flashing on the display screen within a preset time, thereby determining the time when the user exits the game. The user-side identity authentication module is used to authenticate the identity of the logged-in user, determine whether the account is used by the user himself and whether a minor is logged in. The addiction confirmation module is used to determine whether the user is addicted based on the user's behavior and whether the account is used within a reasonable time frame, thereby promptly preventing the user from further using the account. The parent-side module is used to receive user-side information to facilitate timely supervision of the user. The user-side identity authentication module is connected to the addiction confirmation module and the parent-side module.
[0007] Preferably, the user-end behavior analysis system includes a game interface login module, a dynamic time analysis module, a static time analysis module and a time allocation module. The game interface login module is used to determine whether the corresponding cursor is in the game interface, so as to determine whether the current user is playing a game. The dynamic time analysis module is used to determine that the user is in the game when it is detected that the frequency of the user's cursor changes exceeds a preset number of times within a preset time, and can determine the user's game time in the dynamic time analysis module. The static time analysis module is used to determine that the user is not in the game at this time when the user's cursor movement frequency is less than a preset number of times within the preset time. The time allocation module is used to determine whether the user will complete the game within a fixed time period according to the sum of the dynamic time and the static time;
[0008] The frequency at which the user moves the cursor in the dynamic time analysis module is f d , the frequency of cursor movement in the static time analysis module is f j , the preset frequency is f, and the time the user moves the cursor in the dynamic time analysis module is t d , in the static time analysis module, the cursor movement frequency is t j , the preset time period is t, and the remaining time after the user finishes playing the game is t s =t d -t i , when t>t s , it means there is still time left to continue playing the game within the preset time period. <t s , indicating that the user has no time left to continue the game.
[0009] Preferably, the user-end identity authentication system includes a user photo verification module, a network address monitoring module, a feature word monitoring module, an identity re-verification module and a myopia degree detection module. The user photo verification module is used to take a photo of the user's face when the user-end logs into the account and check whether it is the same as the user's identity information, so as to determine whether the user's identity information is correct and whether a minor is using another person's account to play the game. The network address monitoring module is used to detect the network address end of the minor user when the minor user is playing the game in real time when it is detected that the minor user is logging into the game, so as to prevent the minor user from logging into the account end again. The feature word monitoring module is used to detect when a high-frequency word appears in the user's conversation with other users in the game, and promptly check the user's facial information with the login account information, so as to determine whether the minor user is using another person's account to play the game. The myopia degree detection module is used to detect the distance between the minor user and the screen when it is detected that the logged-in account is a minor user, determine whether the user is myopic, and thus determine whether to reduce the game time of the minor user.
[0010] Preferably, the network address monitoring module monitors the high-frequency gaming process of the user and other users after the minor logs into the account, and detects and saves the network address used by the minor. The myopia detection module is used to detect the distance between the user and the screen in real time as L, set the time as R, and the reduced time as T, set T = kL + b, where: k, b are coefficients, the remaining game time is RT, and the remaining time information is sent to the user end. When the minor user plays games with his teammates who play games with high frequency, when it is detected that the user's game time RT has expired, the user's account is forced to log off. When it is detected that the teammate matched with the user plays games with a new user, it is determined whether the network address end of the new user and the network address segment of the user are within the same network address range;
[0011] When the network address is the same, the face and identity information are also the same, indicating that the previous and subsequent users are the same person, and the underage user account and the corresponding identity information are banned from playing the game. When the network address is different, the face and identity information are also different, indicating that the previous and subsequent users are not the same person. When the network address is different, the face and identity information are the same, indicating that the previous and subsequent users are the same person.
[0012] Preferably, the feature word monitoring module is used to calculate the frequency of feature words described by users in the game comment area, and the set of the number of comment area segments is P = {p1, p2, p3 ... p m}, the frequency set of characteristic expressions appearing in the user comment segment is B = {b1, b2, b3…b m}, the set of frequency-expression characteristic modal particles appearing in the user comment segment is F = {f1, f2, f3…f m}, and it is detected that the current user is a common user;
[0013] The total number of comment snippets is: The proportion of characteristic expressions in the comment segments is: The proportion of characteristic modal particles in the comment segment is: The total amount of exclamation expressions is Z:
[0014] when When the user's identity needs to be verified to determine whether there are underage users using the user account to play games, , it means that there is no need to verify the user's identity. Determine whether the proportion of the characteristic words that appear exceeds half of the number of comment segments, and use this as a basis to determine whether the user's identity needs to be re-verified and whether there are other users using the user identity to play the game.
[0015] The addiction confirmation system includes a user-side addiction analysis module, an other website time monitoring module and a user-side confirmation module. The user-side addiction analysis module is used to analyze the number of times and the length of time a user clicks on a game per month, so as to determine whether the user is addicted to the game. The other website time monitoring module is used to calculate the time when the user clicks on other websites during the game, and determine whether the time exceeds a preset value, so as to determine the user's attitude towards the game. The user-side confirmation module is used to determine the user's addiction level to the game based on the user's performance during the game. The user-side addiction analysis module is connected to the other website time monitoring module and the user-side confirmation module.
[0016] The user-side addiction analysis module analyzes that the monthly user game time is a, the number of games is f, and the set of user game levels obtained according to the module analysis is Q = {(a1, f1), (a2, f2) ... (a m ,f m )}, according to the two-variable linear equation Y=ax+f, substitute the above parameters;
[0017] The variance value is: S(x,y)=∑[Y-(ax+b)] 2 ;
[0018]
[0019] Through the above formula, it is possible to predict whether the user is addicted to games. a is the independent variable and b is the dependent variable. When it is detected that the user playing the game is a minor, the game time of the minor user will be reduced, and the result will be sent to the parent module so that the parents can supervise the minor user. When it is detected that the minor user is not addicted to the game, the game time of the minor user will be reasonably arranged.
[0020] When it is detected that an underage user uses different accounts to play games in the same network address segment after the daily fixed game time has expired, and the game time and number of games exceed the preset value, it indicates that the user is irrationally addicted;
[0021] When it is detected that an underage user plays games within a fixed period of time and does not use other accounts to play games, it means that the user is rationally addicted;
[0022] When it is detected that an underage user stays on the login interface and does not move the cursor for more than a preset number of times within a preset time, it means that the user rarely plays games.
[0023] The other website time monitoring module is used to calculate the time when the user is currently browsing the page as the time when the user last browsed the page. a , the time it takes to detect that the user jumps from the game page to the page the user is currently browsing is t b , when t a -t b >t c , where t c is the preset time, indicating that the user is playing rationally. a -t b <t c , it indicates that the user is rationally addicted.
[0024] The system includes the following steps:
[0025] S1: User behavior analysis system, which can determine whether the user is playing games based on the frequency of the user's cursor movement on the display screen, and determine whether the user has time left to play games based on the time the user has played games;
[0026] S2: User-side identity authentication system, which can re-detect the user's facial information based on the account logged in by the user on the user side, determine whether there are underage users using other people's accounts to play games, and detect the network address of the user when playing the game in real time, and determine whether the network addresses of the previous and subsequent users are the same based on the network address, so as to determine whether the user playing the game is the same user;
[0027] S3: Addiction confirmation system, which analyzes the degree of user's game playing according to the time and frequency of game playing per month, so as to determine whether the user is addicted to the game.
[0028] Compared with the prior art, the beneficial effects achieved by the present invention are:
[0029] 1. Use the user-side behavior analysis system to determine whether the user is currently playing the game based on the frequency of cursor changes within a preset time on the display, and whether the user has remaining time to play the game, thereby determining whether the user is playing the game on the user side;
[0030] 2. Using the user-side identity authentication system, the user's real-name information and photo are checked when the user logs in to the account, so as to determine whether the underage user will use other people's accounts to play games, or replace the underage user to operate during the game, so that the underage user lacks self-control. At the same time, the network address monitoring module can detect the network address of the underage user when playing the game, and can determine whether the underage user will continue to play the game using other accounts within a preset time, thereby preventing the underage user from continuing to play the game;
[0031] 3. Use the addiction confirmation system to determine the user's addiction level based on the number of times the user clicks on the game online and the length of time the game is played, as well as the user's attitude toward the game, thereby determining whether measures should be taken to supervise underage users. BRIEF DESCRIPTION OF THE DRAWINGS
[0032] The accompanying drawings are used to provide a further understanding of the present invention and constitute a part of the specification. Together with the embodiments of the present invention, they are used to explain the present invention and do not constitute a limitation of the present invention. In the accompanying drawings:
[0033] Figure 1 It is a schematic diagram of the module composition of an identity authentication system involving a specific network user of the present invention;
[0034] Figure 2 It is a schematic diagram of the steps of an identity authentication system involving a specific network user of the present invention. DETAILED DESCRIPTION
[0035] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0036] See also Figure 1-2 , the present invention provides a technical solution:
[0037] The system includes a user-side behavior analysis system, a user-side identity authentication system, an addiction confirmation system and a parent-side module. The user-side behavior analysis system is used to determine whether the user is playing a game based on the frequency of cursor flashing on the display screen within a preset time. The user-side identity authentication module is used to authenticate the identity of the logged-in user, determine whether the account is used by the user himself and whether a minor is logged in. The addiction confirmation module is used to determine whether the user is addicted based on the user's behavior and whether the account is used within a reasonable time range, thereby promptly preventing the user from further using the account. The parent-side module is used to receive user-side information to facilitate timely supervision of the user. The user-side identity authentication module is connected to the addiction confirmation module and the parent-side module.
[0038] The user-side behavior analysis system includes a game interface login module, a dynamic time analysis module, a static time analysis module and a time allocation module. The game interface login module is used to determine whether the corresponding cursor is in the game interface and whether the user is in the game mode, so as to determine whether the current user is playing the game. The dynamic time analysis module is used to determine the time of the user's game in the dynamic time analysis module when it is detected that the frequency of the cursor movement of the user exceeds a preset number of times within a preset time. The static time analysis module is used to determine that the user is not in the game at this time when the user's cursor movement frequency is less than a preset number of times within the preset time. The time allocation module is used to determine whether the user will complete the game within a fixed time period according to the sum of the dynamic time and the static time;
[0039] The frequency at which the user moves the cursor in the dynamic time analysis module is f d , the frequency of cursor movement in the static time analysis module is f j , the preset frequency is f, and the time the user moves the cursor in the dynamic time analysis module is t d , in the static time analysis module, the cursor movement frequency is t j , the preset time period is t, and the remaining time after the user finishes playing the game is t s =t d -t i , when t>t s , it means there is still time left to continue playing the game within the preset time period. <t s , indicating that the user has no time left to continue the game;
[0040] where f d 、f jf refers to the number of times the cursor moves on the game interface within one minute. When the frequency value of the cursor is greater than the preset value, it means that the user is in the game. When the frequency value of the cursor is less than the preset value, it means that the user is not in the game. The time t when the user starts to click the cursor in the game interface is k Record the frequency of the cursor clicking on the game interface, and record the time when the cursor frequency is always higher than the preset frequency value, which is recorded as t m ,After the cursor clicks the game interface, the time when the cursor frequency value is lower than the preset value and does not change for a period of time is recorded as t v , so the time t that the user moves in the dynamic time analysis module d =t m -t k , the time t that the user moves in the static time analysis module j =t v -t k .
[0041] The user-end identity authentication system includes a user photo verification module, a network address monitoring module, a feature word monitoring module, an identity re-verification module and a myopia degree detection module. The user photo verification module is used to take a photo of the user's face when the user-end logs into the account and check whether it is the same as the user's identity information, so as to determine whether the user's identity information is correct and whether a minor uses another person's account to play the game. The network address monitoring module is used to detect the network address end of the minor user when the minor user plays the game in real time when it is detected that the minor user logs into the game, so as to prevent the minor user from logging into the account end again. The feature word monitoring module is used to detect when a high-frequency word appears in the conversation between the user and other users in the game, and timely check the user's facial information with the login account information, so as to determine whether the minor user uses another person's account to play the game. The myopia degree detection module is used to detect the distance between the minor user and the screen when it is detected that the logged-in account is a minor user, determine whether the user is myopic, and thus determine whether to reduce the game time of the minor user.
[0042] The network address monitoring module monitors the high-frequency gaming process of the user and other users after the minor logs into the account, and detects and saves the network address used by the minor. The myopia detection module is used to detect the distance between the user and the screen in real time as L, set the time as R, the reduced time as T, set T=kL+b, the remaining game time as RT, and send the remaining time information to the user end. When the minor user plays games with his teammates who play games with high frequency, when it is detected that the user's game time RT has expired, the user's account is forced to log off. When it is detected that the teammate matched with the user plays games with a new user, it is determined whether the network address end of the new user and the network address segment of the user are within the same network address range;
[0043] When the network addresses are the same, the face and identity information are also the same, indicating that the previous and next users are the same person, and the underage user account and the corresponding identity information are banned from playing games. When the network addresses are different, the face and identity information are also different, indicating that the previous and next users are not the same person. When the network addresses are different, the face and identity information are the same, indicating that the previous and next users are the same person.
[0044] The network address can be obtained by the AND operation of the IP address and the subnet mask. The IP address is set to 192.168.100.5, the subnet mask address is 255.255.255.0, the IP address and the subnet mask are converted to binary and then ANDed to obtain the network address: 192.168.100.0. Based on the network address of the user's network, it is determined whether the user's network address is the same. When the user's network address is the same within a preset time, it can be determined that the user uses multiple accounts to play the game. It is necessary to verify the user's identity and determine whether the underage user uses other accounts to log in to the game again.
[0045] The feature word monitoring module is used to calculate the frequency of feature words described by users in the game comment area. The set of the number of comment area segments is P = {p1, p2, p3 ... p m}, the frequency set of characteristic expressions appearing in the user comment segment is B = {b1, b2, b3…b m}, the set of frequency-expression characteristic modal particles appearing in the user comment segment is F = {f1, f2, f3…f m}, and it is detected that the current user is a common user;
[0046] The total number of comment snippets is: The proportion of characteristic expressions in the comment segments is: The proportion of characteristic modal particles in the comment segment is: The total amount of exclamation expressions is Z:
[0047] when When the user's identity needs to be verified to determine whether there are underage users using the user account to play games, , it means that there is no need to verify the user's identity. Determine whether the proportion of the characteristic words that appear exceeds half of the number of comment segments, and use this as a basis to determine whether the user's identity needs to be re-verified and whether there are other users using the user identity to play the game.
[0048] The addiction confirmation system includes a user-side addiction analysis module, an other website time monitoring module and a user-side confirmation module. The user-side addiction analysis module is used to analyze the number of times and the length of time a user clicks on a game per month, so as to determine whether the user is addicted to the game. The other website time monitoring module is used to calculate the time when the user clicks on other websites during the game, and determine whether the time exceeds a preset value, so as to determine the user's attitude towards the game. The user-side confirmation module is used to determine the user's addiction level to the game based on the user's performance during the game. The user-side addiction analysis module is connected to the other website time monitoring module and the user-side confirmation module.
[0049] The user-side addiction analysis module analyzes that the monthly user game time is a, the number of games is f, and the set of user game levels obtained according to the module analysis is Q = {(a1, f1), (a2, f2) ... (a m ,f m )}, according to the two-variable linear equation Y=ax+f, substitute the above parameters;
[0050] The variance value is: S(x,y)=∑[Y-(ax+b)] 2 ;
[0051]
[0052]
[0053] Through the above formula, it is possible to predict whether the user is addicted to games. a is the independent variable and b is the dependent variable. When it is detected that the user playing the game is a minor, the game time of the minor user will be reduced, and the result will be sent to the parent module so that the parents can supervise the minor user. When it is detected that the minor user is not addicted to the game, the game time of the minor user will be reasonably arranged.
[0054] When it is detected that an underage user uses different accounts to play games in the same network address segment after the daily fixed game time has expired, and the game time exceeds the preset value, it indicates that the user is irrationally addicted;
[0055] When it is detected that an underage user plays games within a fixed period of time and does not use other accounts to play games, it means that the user is rationally addicted;
[0056] When it is detected that an underage user stays on the login interface and does not move the cursor for more than a preset number of times within a preset time, it means that the user rarely plays games.
[0057] The other website time monitoring module is used to calculate the time when the user is currently browsing the page as the time when the user last browsed the page. a , the time it takes to detect that the user jumps from the game page to the page the user is currently browsing is t b , when t a -t b >t c , where t c is the preset time, indicating that the user is playing rationally. a -t b <t c , it indicates that the user is rationally addicted.
[0058] The system includes the following steps:
[0059] S1: User behavior analysis system, which can determine whether the user is playing games based on the frequency of the user's cursor movement on the display screen, and determine whether the user has time left to play games based on the time the user has played games;
[0060] S2: User-side identity authentication system, which can re-detect the user's facial information based on the account logged in by the user on the user side, determine whether there are underage users using other people's accounts to play games, and detect the network address of the user when playing the game in real time, and determine whether the network addresses of the previous and subsequent users are the same based on the network address, so as to determine whether the person playing the game is the same;
[0061] S3: Addiction confirmation system, which analyzes the degree of user's game playing according to the time and frequency of game playing per month, so as to determine whether the user is addicted to the game.
[0062] Embodiment 1: The user-side addiction analysis module analyzes the monthly user game time as x, the number of games as y, and the set of user game levels obtained according to the module analysis is Q = {(x1, y1), (x2, y2)} = {(4, 8), (2, 4)}. According to the binary linear equation Y = ax + b, the above parameters are substituted, and the preset value of the number of games in a month is 15 times;
[0063] The variance value is:
[0064] S(a,f)=Σ[Y-(ax+b)] 2 ;
[0065]
[0066] Thus we can conclude that: a=2, b=-1.5;
[0067] Therefore, Y = 2X-1.5;
[0068] When x=10, it can be predicted that the user has played 18 games, 18>15. Therefore, it can be shown that the number of games exceeds the preset value, indicating that the user is irrationally addicted to games, and the information is sent to the parent module so that the parent can pay attention to it.
[0069] Through the above formula, it is possible to predict whether the user is addicted to games. a is the independent variable and b is the dependent variable. When it is detected that the user playing the game is a minor, the game time of the minor user will be reduced, and the result will be sent to the parent module so that the parents can supervise the minor user. When it is detected that the minor user is not addicted to the game, the game time of the minor user will be reasonably arranged.
[0070] It should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants 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 other elements not explicitly listed, or also includes elements inherent to such process, method, article or device.
[0071] Finally, it should be noted that the above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art can still modify the technical solutions described in the aforementioned embodiments or replace some of the technical features therein by equivalents. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention shall be included in the protection scope of the present invention.
Claims
1. An identity authentication system for a specific network user, characterized in that: The system includes a user-side behavior analysis system, a user-side identity authentication system, an addiction confirmation system and a parent-side module. The user-side behavior analysis system is used to determine whether the user is playing a game based on the frequency of a cursor flashing on a display screen within a preset time. The user-side identity authentication module is used to authenticate the identity of the logged-in user, determine whether the user is using the account himself and whether a minor is logged in. The addiction confirmation module is used to determine whether the user is addicted based on the user's behavior and whether the account is used within a reasonable time range. The parent-side module is used to receive user-side information to facilitate timely supervision of the user. The user-side identity authentication module is connected to the addiction confirmation module and the parent-side module. The user-end behavior analysis system includes a game interface login module, a dynamic time analysis module, a static time analysis module and a time allocation module. The game interface login module is used to determine whether the corresponding cursor is in the game interface and whether the user is in the game mode. The dynamic time analysis module is used to determine that the user is in the game when it is detected that the frequency of the user's cursor changes exceeds a preset number of times within a preset time. The static time analysis module is used to determine that the user is not in the game at this time when the user's cursor movement frequency is less than a preset number of times within the preset time. The time allocation module is used to determine whether the user will complete the game within a preset time period based on the sum of the time spent on the game by the dynamic time analysis module and the static time analysis module; The frequency at which the user moves the cursor in the dynamic time analysis module is f d , the frequency of cursor movement in the static time analysis module is f j , the preset frequency is f, and the time the user moves the cursor in the dynamic time analysis module is t d , in the static time analysis module, the cursor movement frequency is t j , the preset time period is t, and the remaining time after the user finishes playing the game is t s =t d -t j , when t>t s , it means there is still time left to continue playing the game within the preset time period. <t s , indicating that the user has no time left to continue the game; The user-end identity authentication system includes a user photo verification module, a network address monitoring module, a feature word monitoring module, an identity re-verification module and a myopia degree detection module. The user photo verification module is used to take a photo of the user's face when the user-end logs into the account and check whether it is the same as the user's identity information. The network address monitoring module is used to detect the network address of the underage user when the underage user logs into the game in real time. The feature word monitoring module is used to detect when the user's conversation with other users in the game has a high frequency of words, and promptly check the user's facial information with the login account information. The myopia degree detection module is used to detect the distance between the underage user and the screen when it is detected that the logged-in account is a minor user, and judge whether the user is myopic, so as to judge whether to reduce the underage user's game time; The network address monitoring module monitors the high-frequency gaming process of the user and other users after the minor logs into the account, and detects and saves the network address used by the minor. The myopia detection module is used to detect the distance between the user and the screen in real time as L, set the time as R, the reduced time as T, set T=kL+b, and the remaining game time as RT, where: k, b are coefficients, and send the remaining time information to the user end. When the minor user plays games with his teammates who play games with high frequency, when it is detected that the user's remaining game time RT has expired, the user's account is forced to log off. When it is detected that the teammate matched with the user plays games with a new user, it is determined whether the network address end of the new user and the network address segment of the user are within the same network address range; When the network addresses are the same, the face and identity information are also the same, indicating that the previous and next users are the same person, and the underage user account and the corresponding identity information are banned from playing games. When the network addresses are different, the face and identity information are also different, indicating that the previous and next users are not the same person. When the network addresses are different, the face and identity information are the same, indicating that the previous and next users are the same person. The feature word monitoring module is used to calculate the frequency of feature words described by users in the game comment area. The set of comment fragments is P = {p1, p2, p3...p m }, the frequency set of characteristic expressions appearing in the user comment segment is B = {b1, b2, b3…b m }, the set of modal particles with frequency expression features appearing in the user comment segment is F = {f1,f2,f3…f m }, and it is detected that the current user is a common user; The total number of comment snippets is: The proportion of characteristic expressions in the comment segments is: The proportion of characteristic modal particles in the comment segment is: The total proportion of feature words appearing is Z: when When the user's identity needs to be verified to determine whether there are underage users using the user account to play games, , it means that there is no need to verify the user's identity. Determine whether the proportion of the characteristic words that appear exceeds half of the number of comment segments, and use this as a basis to determine whether the user's identity needs to be re-verified and whether other users use the user's identity to play the game; The addiction confirmation system includes a user-side addiction analysis module, an other website time monitoring module and a user-side confirmation module. The user-side addiction analysis module is used to analyze the number of times and the length of time that the user clicks on the game each month. The other website time monitoring module is used to calculate the time that the user clicks on other websites during the game and judge whether the time exceeds a preset value. The user-side confirmation module is used to judge the user's addiction to the game according to the user's performance during the game. The user-side addiction analysis module is connected to the other website time monitoring module and the user-side confirmation module. The user-side addiction analysis module analyzes that the monthly user game time is x, the number of games is y, and the set of user game levels obtained according to the module analysis is Q = {(x1, y1), (x2, y2) ... (x m ,y m )}, according to the two-variable linear equation Y=ax+b, substitute the above parameters; The variance value is: S(x,y)=∑[Y-(ax+b)] 2 ; Through the above formula, it is possible to predict whether the user is addicted to games. x is the independent variable and y is the dependent variable. When it is detected that the user playing the game is a minor, the game time of the minor is reduced, and the result is sent to the parent module so that the parents can supervise the minor. When it is detected that the minor is not addicted to the game, the game time of the minor is reasonably arranged. The other website time monitoring module is used to calculate the time when the user is currently browsing the page as the time when the user last browsed the page. a , the time it takes to detect that the user jumps from the game page to the page the user is currently browsing is t b , when t a -t b >t c , where t c is the preset time, indicating that the user is playing rationally. a -t b <t c , it indicates that the user is rationally addicted.
2. The identity authentication system for a specific network user according to claim 1, characterized in that: The system includes the following steps: S1: User behavior analysis system, which can determine whether the user is playing games based on the frequency of the user's cursor movement on the display screen, and determine whether the user has time left to play games based on the time the user has played games; S2: User-side identity authentication system, which can re-detect the user's facial information based on the account logged in by the user on the user side, determine whether there are underage users using other people's accounts to play games, and detect the network address of the user when playing the game in real time, and determine whether the network addresses of the previous and subsequent users are the same based on the network address, so as to determine whether the person playing the game is the same; S3: Addiction confirmation system, which analyzes the degree of user's game playing according to the time and frequency of game playing per month, so as to determine whether the user is addicted to the game.