Game cheating detection method and device, electronic equipment and storage medium
By obtaining and analyzing the multi-faceted data of the player's equipment and conducting cheat detection in a comprehensive manner, the problem that existing anti-cheating solutions cannot completely prevent cheating is solved, and the fairness and reliability of the game is improved.
Patent Information
- Application Number
- CN202311346578.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-17
- Publication Date
- 2025-04-18
AI Technical Summary
The existing anti-cheating plan cannot completely prevent players from cheating using external auxiliary equipment or special means, and the referee cannot perceive backend information in a timely manner, resulting in missed judgments, which affects the fairness of the game.
By obtaining the performance data of the player's equipment, game behavior data, network communication data and peripheral behavior data of the external device, comprehensively analyze these data to conduct cheat detection to reduce and prevent the player's cheating behavior.
Effectively reduce and prevent players' cheating in the field of e-sports and improve the fairness and reliability of the game.
Smart Images

Figure CN119838229A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a game cheating detection method, device, electronic device and storage medium. Background Art
[0002] With the development of Internet technology, online games are becoming more and more popular. However, the existence of game cheating has seriously affected the healthy development of the online game industry. For example, during the game operation, some players may use game plug-ins to change the difficulty of the game operation or improve the accuracy of the operation.
[0003] Current anti-cheating solutions mainly target the game software itself or manually monitor the players' competitive behavior through referees. They cannot completely prevent players from cheating using external auxiliary equipment or special means. At the same time, there may also be situations where the referee cannot perceive the background information in time, resulting in missed calls, thus affecting the fairness of the game. Summary of the invention
[0004] The embodiments of the present application provide a game cheating detection method, device, electronic device, computer-readable storage medium and computer program product, which can reduce and prevent cheating behavior of players in the field of electronic sports, thereby improving the fairness and reliability of the game.
[0005] The technical solution of the embodiment of the present application is implemented as follows:
[0006] The present application provides a method for detecting cheating in a game, including:
[0007] Obtain performance data of player devices used by players participating in game matches;
[0008] Acquiring game behavior data of the player when participating in the game;
[0009] Acquiring network communication data between the player's device and the server;
[0010] Acquire peripheral behavior data of an external device connected to the player device;
[0011] Cheating detection is performed based on the performance data, the game behavior data, the network communication data, and the peripheral behavior data to obtain a cheating detection result for the player.
[0012] The present application provides a game cheating detection device, comprising:
[0013] An acquisition module, used to acquire performance data of player devices used by players participating in the game;
[0014] The acquisition module is further used to acquire the game behavior data of the player when participating in the game;
[0015] The acquisition module is further used to acquire network communication data between the player device and the server;
[0016] The acquisition module is further used to acquire peripheral behavior data of an external device connected to the player device;
[0017] The cheating detection module is used to perform cheating detection based on the performance data, the game behavior data, the network communication data, and the peripheral behavior data to obtain a cheating detection result for the player.
[0018] An embodiment of the present application provides an electronic device, including:
[0019] A memory for storing executable instructions;
[0020] The processor is used to implement the game cheating detection method provided in the embodiment of the present application when executing the executable instructions stored in the memory.
[0021] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the game cheating detection method provided in the embodiment of the present application when executed by a processor.
[0022] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which are used to implement the game cheating detection method provided in the embodiment of the present application when executed by a processor.
[0023] The embodiments of the present application have the following beneficial effects:
[0024] When players participate in game matches, we collect various information, such as the players' game behavior data, the performance data of the players' devices, the network communication data between the players' devices and the server, and the peripheral behavior data of the external devices connected to the players' devices. We analyze these information to accurately determine whether the players have cheated. This can effectively reduce and prevent cheating among players in the field of e-sports and improve the fairness and reliability of the competition. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] Figure 1 1 is a schematic diagram of the architecture of a game cheating detection system 100 provided in an embodiment of the present application;
[0026] Figure 2 is a schematic diagram of the structure of an electronic device 600 provided in an embodiment of the present application;
[0027] Figure 3is a flowchart of a game cheating detection method provided in an embodiment of the present application;
[0028] Figure 4 is a flowchart of a game cheating detection method provided in an embodiment of the present application;
[0029] Figure 5 is a flowchart of a game cheating detection method provided in an embodiment of the present application;
[0030] FIG. 6A to FIG. 6D Schematic diagram of an application scenario of a game cheating detection method provided in an embodiment of the present application;
[0031] Figure 7 It is a process diagram of the game cheating detection method provided in an embodiment of the present application. DETAILED DESCRIPTION
[0032] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.
[0033] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it can be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0034] It is understandable that in the embodiments of the present application, when user information and other related data (such as player's gaming behavior data) are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0035] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0036] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0037] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0038] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.
[0039] 2) E-sports: It is a competition between people that combines intelligence and physical strength using electronic devices (such as terminal devices) as sports equipment.
[0040] 3) Transmission Control Protocol (TCP): It is a connection-oriented, reliable, byte stream-based transport layer communication protocol defined by IETF's RFC793.
[0041] 4) HyperText Transfer Protocol (HTTP): an application layer protocol used for distributed, collaborative and hypermedia information systems.
[0042] 5) HyperText Transfer Protocol Secure (HTTPS): It is a transmission protocol for secure communication over a computer network. HTTPS communicates via HTTP, but uses SSL / TLS to encrypt data packets. In other words, HTTPS is an HTTP channel with security as its goal. It ensures the security of the transmission process through transmission encryption and identity authentication based on HTTP.
[0043] 6) Central Processing Unit (CPU): It is one of the main devices of a computer. Its main function is to interpret computer instructions and process data in computer software.
[0044] 7) Graphics Processing Unit (GPU): also known as display core, visual processor, display chip, is a microprocessor that specializes in performing image and graphics-related calculations on computers. It can accelerate calculation and rendering of images and is widely used in games, scientific computing, machine learning and other fields.
[0045] 8) Universal Serial Bus (USB): A universal interface standard for connecting computers and external devices.
[0046] The anti-cheating solutions provided by related technologies mainly target the game software itself or the referee's manual monitoring of the players' competitive behavior, and cannot completely prevent players from using external auxiliary equipment or special means to cheat. In other words, the anti-cheating solutions provided by related technologies basically rely on manual processing, and there may be situations where the referee cannot perceive the background information in time, resulting in missed judgments.
[0047] In view of this, the embodiments of the present application provide a game cheating detection method, device, electronic device, computer-readable storage medium and computer program product, which can reduce and prevent cheating by players in the field of e-sports, thereby improving the fairness and reliability of the game. The electronic device provided by the embodiment of the present application is described below. The electronic device provided by the embodiment of the present application can be implemented as a server, or can be implemented in collaboration with a server and a terminal device (including a player device and a referee device). The following is an example of a game cheating detection method provided by an embodiment of the present application being implemented in collaboration with a server and a terminal device.
[0048] For example, see Figure 1 , Figure 1 1 is a schematic diagram of the architecture of a game cheating detection system 100 provided in an embodiment of the present application, which is used to support reducing and preventing cheating behaviors of players in the field of e-sports and improving the fairness and reliability of the game, such as Figure 1 As shown, the game cheating detection system 100 includes: a server 200 (for example, a game backend server), a network 300, a plurality of player devices participating in the same game (for example, N player devices, namely, player devices 400-1 to 400-N, wherein N is a positive integer greater than 1), and a referee device 500, wherein the network 300 may be a local area network or a wide area network, or a combination of the two, the player devices 400-1 to 400-N are terminal devices used by players 1 to N, respectively, and clients 410-1 to 410-N are respectively running on the player devices 400-1 to 400-N, taking client 410-1 as an example, client 410-1 may be an anti-cheating client, an e-sports assistant client, etc., and the referee device 500 is a terminal device used by a referee in the game, and client 510 is running on the referee device 500, and client 510 may be an anti-cheating client, an e-sports assistant client, etc.
[0049] In some embodiments, taking player 1 as an example, during the process of player 1 participating in the game, client 410-1 can collect the hardware performance of player device 1 (for example, including data such as CPU, GPU, memory, device list, etc.), and send the collected performance data to server 200. At the same time, client 410-1 can also collect the game behavior of player 1 during the game (for example, including key operations, mouse movements, perspective switching, etc.), and send the collected game behavior data to server 200. In addition, client 410-1 can also detect external devices connected to player device 1 (for example, including USB devices, keyboards and mice, etc.), and send the obtained peripheral behavior data to server 200. In addition, client 410-1 can also perform real-time detection of the network communication status of player device 1, and send the obtained network communication data to server 200. After acquiring the performance data of the player device 1, the game behavior data of the player 1, the network communication data of the player device 1, and the peripheral behavior data of the external devices connected to the player device 1, the server 200 can analyze the above data comprehensively to accurately determine whether the player 1 has cheated, thereby reducing and preventing cheating by players in the field of e-sports and improving the fairness and reliability of the game.
[0050] It should be noted that when the server 200 determines that the player 1 has cheated based on the performance data of the player device 1, the game behavior data of the player 1, the network communication data of the player device 1, and the peripheral behavior data of the external device connected to the player device 1, it can also send an alarm message to the referee device 500 used by the referee in the game match, so that the referee can make further confirmation based on the alarm information, that is, the referee can make manual confirmation again to ensure the accuracy of the cheating detection result. In addition, it should be noted that the above-mentioned client 410-1 can also be integrated into the game client in the form of a plug-in, and the embodiment of the present application does not specifically limit this.
[0051] In other embodiments, the embodiments of the present application can also be implemented with the aid of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.
[0052] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.
[0053] For example, Figure 1The server 200 in the example may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Figure 1 The multiple player devices (e.g., player devices 400-1 to 400-N) and the referee device 500 may be smart phones, tablet computers, laptop computers, desktop computers, smart speakers, smart watches, vehicle-mounted terminals, etc., but are not limited thereto. The multiple player devices (e.g., player devices 400-1 to 400-N), the referee device 500, and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0054] In some embodiments, the terminal device or server can also implement the game cheating detection method provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a game anti-cheating APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.
[0055] The structure of the electronic device provided in the embodiment of the present application is further described below. Taking the electronic device as a server as an example, see Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device 600 provided in an embodiment of the present application, Figure 2 The electronic device 600 shown includes: at least one processor 610, a memory 640, and at least one network interface 620. The various components in the electronic device 600 are coupled together via a bus system 630. It is understood that the bus system 630 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 630 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, the bus system 630 is not described in detail. Figure 2 Various buses are labeled as bus system 630 .
[0056] The processor 610 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0057] The memory 640 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 640 may optionally include one or more storage devices that are physically remote from the processor 610.
[0058] The memory 640 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 640 described in the embodiments of the present application is intended to include any suitable type of memory.
[0059] In some embodiments, memory 640 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
[0060] Operating system 641, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0061] A network communication module 642, for reaching other computing devices via one or more (wired or wireless) network interfaces 620, exemplary network interfaces 620 include: Bluetooth, Wireless Compatibility Authentication (WiFi), and Universal Serial Bus (USB);
[0062] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2 The game cheating detection device 643 stored in the memory 640 is shown, which can be software in the form of a program or plug-in, including the following software modules: an acquisition module 6431, a cheating detection module 6432, a sending module 6433, a storage module 6434, an integrity check module 6435, and an access module 6436. These modules are logical, and therefore can be arbitrarily combined or further split according to the functions implemented. It should be noted that in Figure 2For the sake of convenience, all the above modules are shown at once, but it should not be considered that the game cheating detection device 643 excludes the implementation of only including the acquisition module 6431 and the cheating detection module 6432. The functions of each module will be explained below.
[0063] The game cheating detection method provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the server provided in the embodiment of the present application.
[0064] For example, see Figure 3 , Figure 3 is a flowchart of the game cheating detection method provided by the embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.
[0065] In step 101, performance data of player devices used by players participating in a game match is obtained.
[0066] Here, the performance data of the player's device may include data such as the CPU, GPU, and memory of the player's device.
[0067] In some embodiments, taking player 1 as an example, an anti-cheating client may be run on player device 1 used by player 1. During player 1's participation in a game, the anti-cheating client may monitor the hardware performance of player device 1 used by player 1 in real time, and send the monitored performance data to a server. Thus, the server may determine whether player 1 has cheated by using an external device or special means to improve performance based on the performance data of player device 1 used by player 1 sent by the anti-cheating client.
[0068] It should be noted that the anti-cheating client may also monitor the hardware performance of the player's device once every fixed time period (e.g., 5 minutes). For example, assuming that the anti-cheating client monitors the hardware performance of the player's device when the game is running to the 5th minute, then the anti-cheating client may monitor the hardware performance of the player's device again when the game is running to the 10th minute, and so on, until the game ends.
[0069] In some other embodiments, before executing step 101, the following processing may also be performed: performing an integrity check on the game client running on the player's device to obtain a check result; in response to the check result indicating that the game file of the game client has not been tampered with, connecting the player's device to the game game.
[0070] For example, taking player 1 as an example, before starting the game, the player device 1 used by player 1 can be standardized first. For example, an anti-cheating client is running on the player device 1. When receiving a click operation of the player 1 on the "one-key standardization" button displayed in the human-computer interaction interface provided by the anti-cheating client, the player device 1 can be standardized. For example, the integrity check can be performed on the game client running on the player device 1 to ensure that the game file has not been tampered with. In addition, when the version of the game client installed on the player device 1 does not meet the requirements of the event server, the game client of the specified version of the event server can be installed on the player device 1, and the illegal application installed on the player device 1 can also be uninstalled. After the player device 1 is standardized, for example, after detecting that the game file has not been tampered with, the player device 1 can be connected to the game game. In other words, the player device 1 needs to complete the standardization process before the player 1 is allowed to participate in the game.
[0071] In step 102, game behavior data of players when participating in the game is obtained.
[0072] Here, the game behavior data may include the player's key operation data, mouse movement data, perspective switching data, etc.
[0073] In some embodiments, taking player 1 as an example, during the process of player 1 participating in the game, the anti-cheating client running on the player device 1 used by player 1 can monitor the game behavior of player 1 in real time, such as the key operation, mouse movement, perspective switching, etc. of player 1, and then the anti-cheating client can send the collected game behavior data to the server, so that the server can determine whether player 1 has abnormal operation according to the game behavior data. For example, taking the mouse movement data as an example, the server can determine whether the mouse event is generated by real person operation based on the sub-speed, combined speed and path information of the mouse movement track by calling the mouse track recognition algorithm. When the server determines that the mouse event is not generated by real person operation, for example, when the server detects that the sub-speed of the mouse movement track exceeds the normal sub-speed range based on the mouse movement data sent by the anti-cheating client, it can be determined that player 1 has cheated.
[0074] It should be noted that the anti-cheating client may monitor the player's gaming behavior once every fixed time period (eg, 3 minutes), or may monitor it all the time, and this embodiment of the present application does not specifically limit this.
[0075] In step 103, network communication data between the player's device and the server is obtained.
[0076] Here, the network communication data may include data packets between the player device and the game server, and delay conditions between the player device and the event server.
[0077] In some embodiments, taking player 1 as an example, during the period when player 1 participates in the game (i.e., during the competition), the anti-cheating client running on the player device 1 used by player 1 can also monitor the network communication status of the player device 1 in real time. For example, during the competition, the anti-cheating client can monitor the data packets between the player device 1 and the game server in real time, and monitor the delay between the player device 1 and the event server. Then, the anti-cheating client can send the monitored network communication data to the server (e.g., a monitoring center) so that the server analyzes the network communication data of the player device 1. For example, the server can check whether the data packet sent by the player device 1 to the game server has been tampered with. When the server finds that the data packet has been tampered with, it can be considered that the player 1 has cheated. Alternatively, the server can also determine whether the delay between the player device 1 and the event server is less than a preset delay threshold. If the delay is greater than the preset delay threshold, it can be considered that the player 1 has cheated by delay attack.
[0078] It should be noted that the anti-cheating client may monitor the network communication status of the player's device once every fixed time period (e.g., 5 minutes). For example, when the game game runs to the 3rd minute, the anti-cheating client monitors the network communication status of the player's device for the first time. When the game game runs to the 8th minute, the anti-cheating client monitors the network communication status of the player's device for the second time, and so on, until the game game ends.
[0079] In step 104, peripheral device behavior data of an external device connected to the player device is obtained.
[0080] Here, the external device may include a USB device, a keyboard, a mouse, and the like.
[0081] In some embodiments, taking player 1 as an example, during the period when player 1 participates in the game, the anti-cheating client running on the player device 1 used by player 1 can also monitor the external devices (such as USB devices, keyboards, mice, etc.) connected to the player device 1 to obtain the peripheral behavior data of the external devices connected to the player device 1, and then the anti-cheating client can send the monitored peripheral behavior data to the server, so that the server can determine whether player 1 has used illegal external auxiliary devices based on the peripheral behavior data sent by the anti-cheating client. For example, taking the external device as a keyboard connected to player device 1 as an example, during the period when player 1 participates in the game (i.e., during the game), the anti-cheating client can also monitor the keyboard connected to player device 1, collect the keyboard event frequency and key position of the key event, and obtain the peripheral behavior data corresponding to the keyboard, and then the anti-cheating client can send the collected peripheral behavior data to the server, so that the server can analyze the received peripheral behavior data by calling the algorithm to determine whether it conforms to the actual operation of the e-sports player. For example, when the server detects that the key position pressed by player 1 does not conform to the actual operation of the e-sports player based on the peripheral behavior data, it can be determined that player 1 has cheated by using illegal external auxiliary devices.
[0082] It should be noted that the anti-cheating client can monitor the external device connected to the player device once every fixed time period (for example, 4 minutes). For example, when the game game runs to the 2nd minute, the anti-cheating client monitors the external device connected to the player device for the first time. When the game game runs to the 6th minute, the anti-cheating client monitors the external device connected to the player device for the second time, and so on, until the game game ends.
[0083] In step 105, cheating detection is performed based on the performance data, game behavior data, network communication data, and peripheral behavior data to obtain a cheating detection result for the player.
[0084] In some embodiments, see Figure 4 , Figure 4 is a flow chart of a game cheating detection method provided in an embodiment of the present application, such as Figure 4 As shown, Figure 3 Step 105 shown may be performed by Figure 4 Steps 1051 to 1053 shown in the figure are implemented by combining Figure 4 The steps shown are explained.
[0085] In step 1051, the performance data is compared with a preset threshold to obtain a comparison result.
[0086] In some embodiments, taking player 1 as an example, an anti-cheating client may be run on player device 1 used by player 1. After receiving the performance data of player device 1 sent by the anti-cheating client, the server may compare the received performance data with a preset threshold value to obtain a comparison result. In this way, the server may subsequently determine whether player 1 has cheated based on the comparison result. For example, taking the performance data as the CPU temperature of player device 1 as an example, the server may compare the CPU temperature of player device 1 with a preset CPU temperature threshold value (i.e., a normal CPU temperature range) to obtain a comparison result. When the comparison result indicates that the CPU temperature of player device 1 is greater than the preset CPU temperature threshold value, it may be considered that player device 1 is suspected of cheating.
[0087] In step 1052, the game behavior data, network communication data, and peripheral device behavior data are matched with the rule library to obtain a matching result.
[0088] In some embodiments, step 1052 can be implemented in the following manner: when the game behavior represented by the game behavior data conforms to the abnormal game behavior rules included in the rule library, a matching result of hitting the rules in the rule library is generated; when the network communication behavior represented by the network communication data conforms to the abnormal network communication rules included in the rule library, a matching result of hitting the rules in the rule library is generated; when the peripheral behavior represented by the peripheral behavior data conforms to the rule of using illegal external devices included in the rule library, a matching result of hitting the rules in the rule library is generated.
[0089] For example, taking player 1 as an example, an anti-cheating client may be run on player device 1 used by player 1. After receiving the game behavior data of player 1 sent by the anti-cheating client, the server (such as a monitoring center) may match the game behavior represented by the received game behavior data (such as the behavior of player 1 moving the mouse) with the abnormal game behavior rules in the rule library (such as abnormal mouse movement speed, mouse movement trajectory, etc.). When the game behavior represented by the game behavior data of player 1 hits the abnormal game behavior rules in the rule library, for example, when the speed at which player 1 moves the mouse meets the abnormal mouse movement speed, the server may generate a matching result that the game behavior data of player 1 hits the abnormal game behavior rules in the rule library; when the game behavior represented by the game behavior data of player 1 does not hit the abnormal game behavior rules in the rule library, the server may generate a matching result that the game behavior data of player 1 does not hit the abnormal game behavior rules in the rule library.
[0090] For example, taking player 1 as an example, an anti-cheating client may be run on the player device 1 used by player 1. After receiving the network communication data of the player device 1 sent by the anti-cheating client, the server (such as the monitoring center) may match the network communication behavior represented by the received network communication data (such as the delay between the player device 1 and the event server, etc.) with the abnormal network communication rules in the rule library (such as the abnormal delay between the player device 1 and the event server). When the network communication behavior represented by the network communication data of the player device 1 hits the abnormal network communication rules in the rule library, for example, when the delay between the player device 1 and the event server hits the abnormal delay specified by the abnormal network communication rules in the rule library (i.e., a delay greater than the normal delay), the server may generate a matching result that the network communication data of the player device 1 hits the abnormal network communication rules in the rule library; when the network communication behavior represented by the network communication data of the player device 1 does not hit the abnormal network communication rules in the rule library, for example, when the delay between the player device 1 and the event server is within the normal delay range, the server may generate a matching result that the network communication data of the player device 1 does not hit the abnormal network communication rules in the rule library.
[0091] For example, taking player 1 as an example, an anti-cheating client may be run on player device 1 used by player 1. After receiving the peripheral behavior data of the external device connected to player device 1 sent by the anti-cheating client, the server (such as the monitoring center) may match the peripheral behavior represented by the received peripheral behavior data (such as player 1's keystroke behavior on the keyboard) with the rule of using illegal external devices (such as abnormal key pressing rule) in the rule library. When the peripheral behavior data of player 1 hits the rule of using illegal external devices in the rule library, for example, when player 1's keystroke behavior on the keyboard meets the abnormal key pressing rule, that is, does not meet the actual operation of e-sports players, the server may generate a matching result that player 1's peripheral behavior data hits the rule of using illegal external devices in the rule library; when player 1's peripheral behavior data does not hit the rule of using illegal external devices in the rule library, for example, when player 1's keystroke behavior on the keyboard meets the actual operation of e-sports players, the server may generate a matching result that player 1's peripheral behavior data does not hit the rule of using illegal external devices in the rule library.
[0092] In step 1053, a cheating detection result for the player is generated according to the comparison result and the matching result.
[0093] In some embodiments, step 1053 can be implemented in the following manner: when the comparison result represents that the performance data is greater than a threshold, and / or the matching result represents that a rule in the rule library is hit, a cheating detection result representing that the player has cheated is generated; when the comparison result represents that the performance data is less than a threshold, and the matching result represents that a rule in the rule library is not hit, a cheating detection result representing that the player has not cheated is generated.
[0094] For example, taking player 1 as an example, when at least one of the following conditions is met, the server can generate a cheating detection result indicating that player 1 has cheated: the performance data of player device 1 is greater than a preset threshold (for example, the CPU temperature of player device 1 is greater than a preset CPU temperature threshold); the game behavior data of player 1 hits the abnormal game behavior rule in the rule library (for example, the speed at which player 1 moves the mouse meets the abnormal mouse movement speed, that is, the behavior of player 1 moving the mouse does not conform to the actual operation of an e-sports player); the network communication data of player device 1 hits the abnormal network communication rule in the rule library (for example, the delay between player device 1 and the event server meets the delay specified by the abnormal network communication rule, that is, it exceeds the normal delay range); the peripheral behavior data of player device 1 hits the rule of using illegal external devices in the rule library (for example, player 1's keystroke behavior on the keyboard meets the abnormal key position pressing rule, that is, player 1's keystroke behavior on the keyboard does not conform to the actual operation of an e-sports player).
[0095] For example, still taking player 1 as an example, when the following conditions are met, the server can generate a cheating detection result indicating that player 1 does not have any cheating behavior: the performance data of player device 1 is not greater than a preset threshold (for example, the CPU temperature of player device 1 is within the normal CPU temperature range); the game behavior data of player 1 does not hit the abnormal game behavior rules in the rule library (for example, the speed at which player 1 moves the mouse is within the normal mouse movement speed range); the network communication data of player 1 does not hit the abnormal network communication rules in the rule library (for example, the delay between player device 1 and the event server is within the normal delay range); the peripheral behavior data of player device 1 does not hit the use of illegal external device rules in the rule library (for example, player 1's keyboard key press behavior conforms to the actual operation of e-sports players).
[0096] It should be noted that the above cheating detection process can also be implemented locally on the player's device. For example, after the anti-cheating client obtains the performance data of the player's device, the player's game behavior data, the network communication data of the player's device, and the peripheral behavior data of the external device connected to the player's device, it can call the computing power of the player's device itself based on these data to perform cheating detection and obtain cheating detection results for the player. When the cheating detection result indicates that the player has cheated, the anti-cheating client sends an alarm message to the server (such as a monitoring center) so that the server forwards the alarm message to the referee's device used by the referee, or forwards it to the player devices used by other players participating in the same game, so as to inform the referee and other players that the player has cheated.
[0097] In other embodiments, the above step 105 may also be implemented in the following manner: obtaining process information of processes running on the player's device; performing cheating detection based on performance data, game behavior data, process information, network communication data, and peripheral behavior data to obtain cheating detection results for the player.
[0098] For example, taking player 1 as an example, an anti-cheating client may be running on player device 1 used by player 1. During the process of player 1 participating in the game, the anti-cheating client may also scan the background process of player device 1 and send the scanned process information to the server (e.g., monitoring center). Thus, the server may make a comprehensive judgment based on the performance data of player device 1, the game behavior data of player 1, the process information of the process running on player device 1, the network communication data of player device 1, and the peripheral behavior data of the external device connected to player device 1 sent by the anti-cheating client, so as to accurately identify whether player 1 has cheated. In other words, in addition to making judgments based on the performance data, game behavior data, network communication data, and peripheral behavior data, the server may also consider the process information of the process running on the player device. For example, when the server detects that a known plug-in program is running on the player device based on the process information sent by the anti-cheating client, it may determine that the player has cheated. In this way, it may be more comprehensive and accurate to judge whether the player has cheated.
[0099] In some embodiments, the following processing may also be performed: performance data, game behavior data, network communication data, and peripheral behavior data acquired during the game match are stored.
[0100] For example, taking player 1 as an example, the game data (such as game behavior data, network communication data, performance data, process information, and peripheral behavior data, etc.) collected during the process of player 1 participating in the game (i.e., during the game) will be stored. In this way, after the game is over (i.e., after the game is over), the referee can also obtain the game data at different times according to the timeline (such as performance data of player device 1 at different times, game behavior data of player 1 at different times, network communication data of player device 1 at different times, etc.), thereby providing data support for the later evaluation of the fairness of the game and the improvement of anti-cheating strategies.
[0101] In other embodiments, see Figure 5 , Figure 5 is a flow chart of a game cheating detection method provided in an embodiment of the present application, such as Figure 5 As shown, after executing Figure 3 After step 105 shown, you can also perform Figure 5 Steps 106 and 107 shown in FIG. Figure 5 The steps shown are explained.
[0102] In step 106, in response to the cheating detection result indicating that the player has cheated, an alarm message is sent to a referee device used by a referee participating in the game.
[0103] Here, the warning information is used to prompt the referee to further confirm the cheating detection result.
[0104] In some embodiments, taking player 1 as an example, after the server determines that player 1 has cheated based on the game behavior data of player 1, the network communication data of player device 1, the performance data of player device 1, and the peripheral behavior data of the external device connected to player device 1, it can send an alarm message to the referee device used by the referee participating in the same game (i.e., the referee of the game), so that the referee can further confirm the cheating detection result according to the alarm message. That is to say, after the server determines that player 1 has cheated, the referee can also manually confirm it again. After confirming that player 1 has indeed cheated, the referee can take corresponding treatment measures, such as warning player 1, disqualifying player 1 from the game, etc.
[0105] In step 107, in response to receiving the intervention result sent by the referee device, the intervention result is sent to the player device.
[0106] Here, the intervention result is obtained by the referee intervening in the game according to the warning information, wherein the intervention operation may include one of the following: pausing the game; removing the player from the game; warning the player; transferring the control of the virtual object (i.e., the game character) controlled by the player.
[0107] In some embodiments, taking player 1 as an example, when the referee confirms that player 1 has indeed cheated based on the alarm information sent by the server (e.g., a monitoring center), corresponding processing measures can be taken. For example, the referee can click a "pause game" button displayed in the human-computer interaction interface provided by the anti-cheating client running on the referee device to pause the game in which player 1 participates. For example, when receiving the referee's click operation on the "pause game" button displayed in the human-computer interaction interface provided by the anti-cheating client, the referee device can send an intervention result carrying a prompt message of pausing the game to the server. After receiving the intervention result sent by the referee device, the server can forward the intervention result to all player devices participating in the same game, so that each player device pauses the running game.
[0108] In other embodiments, continuing from the above, when receiving a click operation of the referee on the "Kick Out" button displayed in the human-computer interaction interface provided by the anti-cheating client, the referee device may send an intervention result carrying a prompt message of kicking Player 1 out of the game to the server. After receiving the intervention result sent by the referee device, the server may forward the intervention result to all player devices participating in the same game. For example, a prompt message such as "Because cheating behavior is detected, you are kicked out of this game" may be displayed on the player device 1 used by Player 1, and a prompt message of Player 1 being kicked out of the game may also be displayed on the player devices used by other players.
[0109] The game cheating detection method provided in the embodiment of the present application collects various information such as the player's game behavior data, the performance data of the player's device, the network communication data between the player's device and the server, and the peripheral behavior data of the external device connected to the player's device during the player's participation in the game, and analyzes the information to accurately determine whether the player has cheated. In this way, cheating of players in the field of e-sports can be effectively reduced and prevented, and the fairness and reliability of the game can be improved.
[0110] The following is an explanation of an exemplary application of the embodiments of the present application in a practical application scenario.
[0111] The anti-cheating solutions provided by related technologies are mainly aimed at the game software itself or through referees manually monitoring the players' competitive behavior. There may be situations where missed calls occur due to the referee's inability to perceive background information in a timely manner, and thus it is impossible to completely prevent players from cheating using external auxiliary equipment or special means.
[0112] In view of this, an embodiment of the present application provides a game cheating detection method, which timely identifies and prevents potential cheating behaviors by real-time monitoring of players' game behaviors, hardware performance, network communications, external devices and other information, thereby improving the fairness and reliability of the game.
[0113] The game cheating detection method provided in the embodiment of the present application is described in detail below.
[0114] In some embodiments, see Fig. 6A , Fig. 6A is a schematic diagram of an application scenario of the game cheating detection method provided in an embodiment of the present application, such as Fig. 6A As shown, the player can use the pre-assigned player code to log in to the anti-cheating client running on the player device (i.e., the terminal device used by the player). Before officially starting the game, the player needs to click the "one-click standardization" button 601 displayed in the human-computer interaction interface provided by the anti-cheating client to standardize the player's device. For example, after receiving the player's click operation on the "one-click standardization" button 601, a specified version of the game client can be installed on the player's device, the software and hardware environment of the player's device can be optimized, and non-compliant applications installed on the player's device can be uninstalled.
[0115] In other embodiments, see Figure 6B , Figure 6B is a schematic diagram of an application scenario of the game cheating detection method provided in an embodiment of the present application, such as Figure 6B As shown, an anti-cheating client is running on the referee device (i.e., the terminal device used by the referee). After the referee uses the pre-assigned referee code to log in to the anti-cheating client, he can learn the delay of each player participating in the game and the alarm information sent by the monitoring center from the human-computer interaction interface provided by the anti-cheating client. In addition, the referee can also pause the game by clicking the "pause game" button 602, or end the game in advance by clicking the "end game" button 603. In addition, the referee can also kick a player who has cheated from the game by clicking the "kick out" button 604.
[0116] In some embodiments, see Figure 6C , Figure 6C is a schematic diagram of an application scenario of the game cheating detection method provided in an embodiment of the present application, such as Figure 6CAs shown, the referee can also monitor the game screen of the players participating in the game (such as the game screen from the first-person perspective of the players) and the performance data of the players' equipment in real time through the human-computer interaction interface provided by the anti-cheating client. In addition, the referee can also mark a player suspected of cheating by clicking the "mark player" button 605.
[0117] In other embodiments, see Fig.6D , Fig.6D is a schematic diagram of an application scenario of the game cheating detection method provided in an embodiment of the present application, such as Fig.6D As shown, the technical solution provided in the embodiment of the present application will store the data collected during the game, so when the game is over, the referee can review the game after clicking the "Game Video Replay" button 606, thereby providing data support for later evaluation of the fairness of the game and improving anti-cheating strategies.
[0118] The game cheating detection method provided in the embodiment of the present application can be applied to e-sports scenarios, and mainly includes the following contents:
[0119] Install the anti-cheat client: Fig. 6A As shown, an anti-cheating client is installed on the player's computer (ie, the player's device) to collect various information such as the player's game behavior, hardware performance, network communication, and external devices in real time.
[0120] Hardware performance monitoring: such as Figure 6B As shown, the referee can monitor the hardware performance of the player's computer, including CPU, GPU, memory and other data, to identify whether the player uses external devices or special means to improve performance.
[0121] Real-time monitoring: Figure 6C As shown, the referee can monitor the player's game behavior in real time through the anti-cheating client, such as key operations, mouse movements, perspective switching, etc., to determine whether the player has any abnormal operations.
[0122] Network communication monitoring: The referee can use the anti-cheating client to monitor the network communication of the player's computer in real time and analyze the data packets between the computer and the game server to determine whether there is any cheating behavior such as data packet tampering and delay attack.
[0123] External device monitoring: Referees can also monitor external devices connected to players’ computers through the anti-cheating client, such as USB devices, keyboards, and mice, to identify whether players are using illegal external auxiliary devices.
[0124] Cheating behavior identification: Through comprehensive analysis of the above-mentioned information, combined with pre-set thresholds and rule bases, it is determined whether the player has cheated.
[0125] Real-time alarm and processing: Figure 6C As shown, once the data changes are detected to hit specific rules, that is, there is potential cheating behavior, the anti-cheating client can immediately send an alarm message to the monitoring center, and the referee will make further confirmation based on the alarm information. If cheating behavior is confirmed, the referee can take corresponding measures, such as warnings, disqualification from the competition, etc.
[0126] Data storage and analysis: Fig.6D As shown, the data collected during the game can be stored and analyzed to provide data support for later evaluation of game fairness and improvement of anti-cheating strategies.
[0127] Next, continue to combine Figure 7 The game cheating detection method provided in the embodiment of the present application is described.
[0128] For example, see Figure 7 , Figure 7 is a process diagram of a game cheating detection method provided by an embodiment of the present application, such as Figure 7 As shown in the figure, the players and referees log in to their corresponding game accounts respectively. After successful login, the referee device and the player device establish a TCP message channel with the server to realize the message exchange between the referee device and the player device. Before the official start of the game, the anti-cheating client running on the player's device will collect the software and hardware information of the player's device. For example, it can check whether the local hardware configuration meets the server requirements and perform integrity checks on the game client to ensure that the game files have not been tampered with. Analyze the software list and process list, report to the background through HTTP, and the background will analyze the software information and return the inspection results.
[0129] Continue to see Figure 7, when the game starts, the anti-cheating client can report the performance data of the player's device in real time, and detect whether any player uses external devices or special means to improve performance by analyzing the CPU, GPU, memory, device list and other data of different player devices. In addition, during the game, the mouse trajectory and click data of the player can be collected from time to time. Through the built-in mouse trajectory recognition algorithm, the mouse event is judged whether it is generated by real-person operation based on the sub-speed, combined speed, path information and click frequency of the mouse trajectory. At the same time, keyboard events can also be monitored during the game. For example, by collecting the keyboard event frequency and key position of the key event, it can be judged whether it conforms to the actual operation of the e-sports player through algorithm analysis. In addition, the anti-cheating client can also monitor the network communication of the player's device during the game. For example, it can analyze the data packets between the player's device and the game server, check whether the data packets have been tampered with, and monitor the delay between the player's device and the event server, so as to determine whether there is cheating behavior such as delay attack. During the game, the anti-cheating client can also scan the background processes of the player's device and monitor the processes running on the player's device to detect known plug-in programs.
[0130] In addition, all data collected during the game will be stored, and the game data at different times can be obtained according to the timeline (such as USB device lists, mouse events, keyboard events, etc.), providing data support for later evaluation of game fairness and improvement of anti-cheating strategies. In addition, once abnormal information is detected, the anti-cheating client will immediately report to the server, and the server will notify the referee and the player of the violation information through the broadcast mechanism. The referee can review the player's operation information to make a final judgment.
[0131] In summary, the game cheating detection method provided by the embodiment of the present application has the following beneficial effects: by real-time monitoring of the game behavior, hardware performance, network communication and external equipment of the players, so as to automatically identify and prevent potential cheating behavior. The technical solution provided by the embodiment of the present application has the advantages of comprehensive monitoring, automation, intelligence, timely warning and processing, and data support. Specifically, in terms of comprehensive monitoring, the technical solution provided by the embodiment of the present application monitors the game behavior, hardware performance, network communication and external equipment of the players in real time, and automatically identifies cheating behavior using pre-set thresholds and rule bases, thereby greatly reducing the error and workload of manual judgment. In addition, the embodiment of the present application can also warn in real time and take corresponding processing measures to ensure the fairness and reliability of the game. In terms of data support, the embodiment of the present application provides data support for later evaluation of the fairness of the game, improvement of anti-cheating strategies, etc. by collecting, storing and analyzing game data.
[0132] The following is a description of an exemplary structure of a game cheating detection device 643 provided in an embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the software modules stored in the game cheating detection device 643 of the memory 640 may include: an acquisition module 6431 and a cheating detection module 6432 .
[0133] The acquisition module 6431 is used to acquire performance data of player devices used by players participating in the game; the acquisition module 6431 is also used to acquire game behavior data of the players when participating in the game; the acquisition module 6431 is also used to acquire network communication data between the player devices and the server; the acquisition module 6431 is also used to acquire peripheral behavior data of external devices connected to the player devices; the cheating detection module 6432 is also used to perform cheating detection based on the performance data, game behavior data, network communication data, and peripheral behavior data to obtain cheating detection results for the players.
[0134] In some embodiments, the acquisition module 6431 is also used to obtain process information of processes running on the player's device; the cheating detection module 6432 is also used to perform cheating detection based on performance data, game behavior data, process information, network communication data, and peripheral behavior data to obtain cheating detection results for the player.
[0135] In some embodiments, the game cheating detection device 643 also includes a sending module 6433, which is used to send an alarm message to a referee device used by a referee participating in the game when the cheating detection result indicates that the player has cheated, wherein the alarm message is used to prompt the referee to further confirm the cheating detection result.
[0136] In some embodiments, the sending module 6433 is further used to send the intervention result to the player device in response to receiving the intervention result sent by the referee device, wherein the intervention result is obtained by the referee intervening in the game according to the alarm information.
[0137] In some embodiments, the intervention operation includes one of the following: an operation of pausing the game match; an operation of removing a player from the game match; an operation of warning the player; an operation of transferring control of a virtual object controlled by the player.
[0138] In some embodiments, the cheating detection module 6432 is also used to compare the performance data with a preset threshold to obtain a comparison result; match the game behavior data, network communication data, and peripheral behavior data with a rule library to obtain a matching result; and generate a cheating detection result for the player based on the comparison result and the matching result.
[0139] In some embodiments, the cheating detection module 6432 is also used to generate a matching result of hitting the rules in the rule library when the game behavior represented by the game behavior data conforms to the abnormal game behavior rules included in the rule library; to generate a matching result of hitting the rules in the rule library when the network communication behavior represented by the network communication data conforms to the abnormal network communication rules included in the rule library; and to generate a matching result of hitting the rules in the rule library when the peripheral behavior represented by the peripheral behavior data conforms to the rule of using illegal external devices included in the rule library.
[0140] In some embodiments, the cheating detection module 6432 is also used to generate a cheating detection result indicating that the player has cheated when the comparison result indicates that the performance data is greater than a threshold, and / or the matching result indicates that a rule in the rule library is hit; and to generate a cheating detection result indicating that the player has not cheated when the comparison result indicates that the performance data is less than a threshold, and the matching result indicates that a rule in the rule library is not hit.
[0141] In some embodiments, the game cheating detection device 643 also includes a storage module 6434 for storing performance data, game behavior data, network communication data, and peripheral behavior data obtained during the game game.
[0142] In some embodiments, the game cheating detection device 643 also includes an integrity check module 6435 and an access module 6436, wherein the integrity check module 6435 is used to perform an integrity check on the game client running on the player's device to obtain a check result; the access module 6436 is used to connect the player's device to the game game in response to the check result indicating that the game file of the game client has not been tampered with.
[0143] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, so it will not be repeated here. Figure 3 , Figure 4 ,or Figure 5 The present invention should be understood by referring to the description of any one of the accompanying drawings.
[0144] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the computer device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the computer device executes the game cheating detection method described in the embodiment of the present application.
[0145] The present application embodiment provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the game cheating detection method provided by the present application embodiment, for example, Figure 3 , Figure 4 ,or Figure 5 A game cheat detection method is shown.
[0146] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.
[0147] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0148] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.
[0149] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A method for detecting game cheating, characterized in that: The method comprises: Obtain performance data of player devices used by players participating in game matches; Acquiring game behavior data of the player when participating in the game; Acquiring network communication data between the player's device and the server; Acquire peripheral behavior data of an external device connected to the player device; Cheating detection is performed based on the performance data, the game behavior data, the network communication data, and the peripheral behavior data to obtain a cheating detection result for the player.
2. The method according to claim 1, characterized in that The cheating detection is performed based on the performance data, the game behavior data, the network communication data, and the peripheral behavior data to obtain a cheating detection result for the player, including: Obtaining process information of a process running on the player's device; Cheating detection is performed based on the performance data, the game behavior data, the process information, the network communication data, and the peripheral behavior data to obtain a cheating detection result for the player.
3. The method according to claim 1, characterized in that When the cheating detection result indicates that the player has cheated, the method further includes: Sending an alarm message to a referee device used by a referee participating in the game, wherein the alarm message is used to prompt the referee to further confirm the cheating detection result.
4. The method according to claim 3, characterized in that The method further comprises: In response to receiving the intervention result sent by the referee device, the intervention result is sent to the player device, wherein the intervention result is obtained by the referee intervening in the game according to the alarm information.
5. The method according to claim 4, characterized in that The intervention operation includes one of the following: an operation of pausing the game match; an operation of removing the player from the game match; an operation of warning the player; an operation of transferring control rights of a virtual object controlled by the player.
6. The method according to claim 1, characterized in that The cheating detection is performed based on the performance data, the game behavior data, the network communication data, and the peripheral behavior data to obtain a cheating detection result for the player, including: Comparing the performance data with a preset threshold value to obtain a comparison result; Matching the game behavior data, the network communication data, and the peripheral device behavior data with a rule library to obtain a matching result; A cheating detection result for the player is generated according to the comparison result and the matching result.
7. The method according to claim 6, characterized in that The matching of the game behavior data, the network communication data, and the peripheral device behavior data with a rule base to obtain a matching result includes: When the game behavior represented by the game behavior data meets the abnormal game behavior rules included in the rule base, generating a matching result that hits the rules in the rule base; When the network communication behavior represented by the network communication data conforms to the abnormal network communication rules included in the rule base, generating a matching result that hits the rules in the rule base; When the peripheral device behavior represented by the peripheral device behavior data meets the rule of using illegal external devices included in the rule base, a matching result that hits the rule in the rule base is generated.
8. The method according to claim 6, characterized in that Generating a cheating detection result for the player according to the comparison result and the matching result includes: When the comparison result indicates that the performance data is greater than the threshold, and / or the matching result indicates that a rule in the rule library is hit, a cheating detection result indicating that the player has cheated is generated; When the comparison result indicates that the performance data is less than the threshold, and the matching result indicates that a rule in the rule base is not hit, a cheating detection result indicating that the player does not have any cheating behavior is generated.
9. The method according to any one of claims 1 to 8, characterized in that: The method further comprises: The performance data, the game behavior data, the network communication data, and the peripheral behavior data acquired during the game match are stored.
10. The method according to any one of claims 1 to 8, characterized in that: Before obtaining the performance data of the player equipment used by the players participating in the game match, the method further includes: Performing an integrity check on the game client running on the player's device to obtain a check result; In response to the checking result indicating that the game file of the game client has not been tampered with, the player device is connected to the game match.
11. A game cheating detection device, characterized in that: The device comprises: An acquisition module, used to acquire performance data of player devices used by players participating in the game; The acquisition module is further used to acquire the game behavior data of the player when participating in the game; The acquisition module is further used to acquire network communication data between the player device and the server; The acquisition module is further used to acquire peripheral behavior data of an external device connected to the player device; The cheating detection module is used to perform cheating detection based on the performance data, the game behavior data, the network communication data, and the peripheral behavior data to obtain a cheating detection result for the player.
12. An electronic device, characterized in that: include: A memory for storing executable instructions; A processor, configured to implement the game cheating detection method according to any one of claims 1 to 10 when executing the executable instructions stored in the memory.
13. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the game cheating detection method according to any one of claims 1 to 10 is implemented.
14. A computer program product comprising a computer program or computer executable instructions, characterized in that: When the computer program or computer executable instructions are executed by a processor, the game cheating detection method according to any one of claims 1 to 10 is implemented.
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