Block chain game virtual data and asset circulation method and system

By creating a unique identifier of game assets on the blockchain network and using smart contracts to trade, the security risks of game assets under centralized management are solved, and a safer and more transparent game asset transactions are achieved.

CN119925944APending Publication Date: 2025-05-06苏州和数智能软件有限公司 +1
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Patent Information

Application Number
CN202510022602.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-07
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

The existing game asset management adopts a centralized management method, which poses security risks and transaction risks. Users cannot conduct game asset transactions during game updates, server maintenance or failures.

Method used

By hierarchically dividing the blockchain network, virtual data for various games is created and unique identifiers are generated, private and public keys are used to log in to the game and sell assets, purchase or change data according to smart contracts.

Benefits of technology

Improves the security of game assets and transaction transparency, reduces transaction risks, and ensures that users can still conduct asset transactions when game updates or server failures.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a block chain game virtual data and asset circulation method and system, and relates to the technical field of game asset circulation, and the method comprises the steps: carrying out the hierarchical division of a block chain network, and obtaining block chain networks of different hierarchies; creating virtual data of various games on the block chain networks of different hierarchies, and generating unique identifiers for various games according to Hash calculation; the various games comprise playing card games, role playing games and strategic games; binding and associating account data of various games according to the unique identifier, and generating a pair of private key and public key; and logging in a specified game by using the private key and the public key, and selling and purchasing assets of a game account or changing virtual data according to an intelligent contract. The problem that in the prior art, game assets are managed in a centralized mode through game developers, and consequently potential safety hazards exist in the game assets is solved.
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Description

Technical Field

[0001] The present invention relates to the field of game asset circulation technology, and in particular to a method and system for circulating virtual data and assets of blockchain games. Background Art

[0002] With the continuous development of blockchain technology, the application of virtual data and assets in the field of games is becoming more and more extensive. Game assets include but are not limited to props, skins, characters, etc. At present, the existing game asset management is centralized by the game developer (operator). When the game is updated, the server is maintained or fails, the game and its game assets are in a frozen state, and users cannot trade game assets. In addition, the traditional centralized asset management service also has transaction risks, such as illegal attacks. For example, the patent application number is 201310042060.5, and the name is: A digital publishing product and its rights and interests online transaction method and system. This patent builds background management, transaction service system, transaction quotation system, mobile transaction client and PC transaction client. In this patent, centralized background management is adopted. When the background management is attacked or the background manager operates illegally, it will lead to the loss of user game assets, causing huge losses to users. The game asset confirmation in this article specifically refers to game assets, which include game props, characters, digital funds, etc. Summary of the invention

[0003] In order to overcome the shortcomings of the prior art, the purpose of the present invention is to provide a method and system for the circulation of virtual data and assets of blockchain games. The present invention solves the problem that in the prior art, game asset management is centralized by game developers, which leads to security risks in game assets.

[0004] To achieve the above object, the present invention provides the following solutions:

[0005] A method for circulating virtual data and assets of blockchain games, comprising:

[0006] Divide the blockchain network into layers to obtain blockchain networks at different levels;

[0007] Creating virtual data of various games on the blockchain networks of different levels and generating unique identifiers for various games based on hash calculations; the various games include: card games, role-playing games, and strategic games;

[0008] Based on the unique identifier, the account data of various games are bound and associated and a pair of private and public keys are generated;

[0009] The private key and public key are used to log in to the designated game and sell, buy or modify the assets of the game account according to the smart contract.

[0010] Preferably, the binding and associating of account data of various types of games and generating a pair of private key and public key according to the unique identifier includes:

[0011] Determine the type of the game according to the unique identifier;

[0012] Determine the account data of all players in the current game according to the type of the game, the account data including: game assets and character information;

[0013] Convert the account information into a string to obtain string data;

[0014] A pair of private key and public key is generated according to the string data by using hash calculation.

[0015] Preferably, converting the account information into a string to obtain string data includes:

[0016] Performing hash calculation on the string data and the unique identifier to obtain a unique hash value;

[0017] The unique hash value is used as a seed to generate a pair of public and private keys of the player through the elliptic curve digital signature algorithm.

[0018] Preferably, the step of logging into a designated game using the private key and the public key comprises:

[0019] According to the public key, the game server generates a random first challenge code;

[0020] Signing the random first challenge code using the private key to obtain a first signature result;

[0021] The game server verifies the signature result to obtain a first verification result;

[0022] If the first verification result is passed, the player successfully logs into the specified game.

[0023] Preferably, the selling, purchasing or changing of virtual data of the game account assets includes:

[0024] Generate a change instruction and send the change instruction to the game server, wherein the change instruction includes: purchasing game assets, selling game assets, and adjusting game data;

[0025] Generate a transaction ID according to the change instruction;

[0026] Sign the transaction ID using the private key to obtain a second signature result;

[0027] The game server randomly generates a second challenge code according to the change instruction;

[0028] The second challenge code is signed using the player's private key to obtain a third signature result;

[0029] Verifying the validity of the third signature result and the second signature result through a smart contract to obtain a second verification result;

[0030] If the second verification result is valid, the transaction is successful.

[0031] A circulation system for virtual data and assets of blockchain games, comprising:

[0032] The partitioning module is used to divide the blockchain network into different levels to obtain blockchain networks at different levels;

[0033] A first generation module is used to create virtual data of various games on the blockchain networks of different levels and generate unique identifiers for various games according to hash calculations; the various games include: card games, role-playing games, and strategic games;

[0034] A second generation module is used to bind and associate account data of various types of games and generate a pair of private keys and public keys according to the unique identifier;

[0035] The circulation change module is used to use the private key and the public key to log in to the specified game and sell, buy or change the assets of the game account according to the smart contract.

[0036] The present invention discloses the following technical effects:

[0037] The present invention provides a method and system for circulating virtual data and assets of blockchain games, the method comprising: a method for circulating virtual data and assets of blockchain games, comprising: dividing the blockchain network into levels to obtain blockchain networks of different levels; creating virtual data of various games on the blockchain networks of different levels and generating unique identifiers for various games according to hash calculations; the various games include: card games, role-playing games, and strategic games; according to the unique identifier, binding and associating the account data of various games and generating a pair of private keys and public keys; using the private key and public key to log in to a specified game and according to a smart contract, selling, purchasing, or changing the virtual data of the game account. The present invention improves the security of data by classifying and storing game data on blockchains of different levels, and uses smart contracts to realize the change of virtual data and the circulation of assets, which greatly improves the security of the circulation of game assets. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative labor.

[0039] Figure 1 A flow chart of a method for circulating virtual data and assets of a blockchain game provided in an embodiment of the present invention. DETAILED DESCRIPTION

[0040] 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.

[0041] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, the present invention is further described in detail below with reference to the accompanying drawings and specific embodiments.

[0042] like Figure 1 As shown, the present invention provides a method for circulating virtual data and assets of blockchain games, including:

[0043] Step 100: Divide the blockchain network into layers to obtain blockchain networks of different layers;

[0044] Step 200: Creating virtual data of various types of games on the blockchain networks of different levels and generating unique identifiers for various types of games based on hash calculations; the various types of games include: card games, role-playing games, and strategic games;

[0045] Specifically, the blockchain network can be divided into different layers, each of which is dedicated to storing virtual data of a specific type of game. For example, one layer can be dedicated to storing virtual data of role-playing games (RPGs), another layer can be used to store virtual data of card games, and so on. This can better organize and manage data of various types of games.

[0046] Step 300: Bind and associate account data of various games according to the unique identifier and generate a pair of private key and public key;

[0047] Step 400: Use the private key and public key to log in to the specified game and sell, buy or modify the virtual data of the game account according to the smart contract.

[0048] Specifically, game developers create virtual data and assets on the blockchain and bind them to specific game characters or accounts to ensure the uniqueness of virtual data and assets; game players trade virtual data and assets through smart contracts on the blockchain. Players can buy and sell in the in-game trading market or through third-party trading platforms. During the transaction, smart contracts will automatically execute the transaction conditions of both parties to ensure the security and transparency of the transaction; players can query their virtual data and assets through transaction records on the blockchain and transfer them to other players or accounts at any time.

[0049] Furthermore, according to the unique identifier, the account data of various games are bound and associated and a pair of private keys and public keys are generated, including:

[0050] Determine the type of the game according to the unique identifier;

[0051] Determine the account data of all players in the current game according to the type of the game, the account data including: game assets and character information;

[0052] Convert the account information into a string to obtain string data;

[0053] A pair of private key and public key is generated according to the string data by using hash calculation.

[0054] Specifically, game developers create a unique identifier for each virtual data and asset on the blockchain, which can be a number, hash value or other form of identifier. This identifier will serve as the unique identifier of the virtual data and assets to ensure their uniqueness in the blockchain network; game developers will bind the created virtual data and assets to specific game characters or accounts. In this way, the virtual data and assets owned by each game character or account will correspond to its unique identifier to ensure the uniqueness of each virtual data and asset; in order to distinguish virtual data and assets in different games, the identification information of the game can be included in the unique identifier. For example, the game name, version number or other game-related information can be added to the identifier to distinguish virtual data and assets in different games; the nodes in the blockchain network will verify the unique identifier of each virtual data and asset to ensure its uniqueness in the entire network. If duplicate identifiers appear, the blockchain network will reject the creation or transaction of the virtual data and assets to ensure uniqueness.

[0055] Furthermore, the converting the account information into a string form to obtain string data includes:

[0056] Performing hash calculation on the string data and the unique identifier to obtain a unique hash value;

[0057] The unique hash value is used as a seed to generate a pair of public and private keys of the player through the elliptic curve digital signature algorithm.

[0058] Specifically, the unique identifier of each type of game is generated according to the steps of game data construction and hash calculation; the generated unique identifier is bound and associated with the player's game account data to ensure the consistency and security of the unique identifier and account data; an elliptic curve encryption algorithm (such as ECDSA) is used to generate a pair of private keys and public keys, the private key is used for signing and identity authentication, and the public key is used for encryption and verification. The private key can be generated by a random number generation algorithm to ensure the randomness and security of the private key. The generated private key is bound to the unique identifier and account data to ensure that the private key can only be used to access and operate specific game account data.

[0059] More specifically, determine the data structure of the game player's account data, including the fields and types of information such as account, assets, and roles; serialize the account data into a string form according to certain rules, and use JSON, XML, and other formats for serialization. For example, organize account, asset, role, and other information in the form of key-value pairs and convert them into strings; splice the serialized account data strings in a certain order to ensure the integrity and consistency of the data. Delimiters or special characters can be added during the splicing process to distinguish different fields or data. Encode the spliced ​​account data string to ensure the readability and security of the data. The string can be encoded using Base64 encoding or other methods; the final string is the converted string form of the game player's account data, which can be bound and associated with the account data as a unique identifier.

[0060] More specifically, the process of generating a player's public and private key pair is as follows:

[0061] Hash the unique identifier and string to generate a unique hash value;

[0062] The hash value is used as a seed to generate the player's public and private key pair through the Elliptic Curve Digital Signature Algorithm (ECDSA).

[0063] The ECDSA algorithm process includes selecting an elliptic curve, generating a base point, selecting a private key, and calculating a public key. The specific steps are as follows:

[0064] Select elliptic curve parameters, such as curve equation, base point, modulus, etc.

[0065] Generate the player's private key: Choose a random number as the private key private_key.

[0066] Calculate the player's public key: Use the elliptic curve algorithm to calculate the public key public_key using the private key and base point.

[0067] The relationship between the public key and the private key: the public key is the result of multiplying the private key by the base point, that is, public_key=private_key*base_point.

[0068] Furthermore, the using of the private key and the public key to log into a designated game includes:

[0069] According to the public key, the game server generates a random first challenge code;

[0070] Signing the random first challenge code using the private key to obtain a first signature result;

[0071] The game server verifies the signature result to obtain a first verification result;

[0072] If the first verification result is passed, the player successfully logs into the specified game.

[0073] Furthermore, the selling, purchasing or changing of virtual data of the game account assets includes:

[0074] Generate a change instruction and send the change instruction to the game server, wherein the change instruction includes: purchasing game assets, selling game assets, and adjusting game data;

[0075] Generate a transaction ID according to the change instruction;

[0076] Sign the transaction ID using the private key to obtain a second signature result;

[0077] The game server randomly generates a second challenge code according to the change instruction;

[0078] The second challenge code is signed using the player's private key to obtain a third signature result;

[0079] Verifying the validity of the third signature result and the second signature result through a smart contract to obtain a second verification result;

[0080] If the second verification result is valid, the transaction is successful.

[0081] Specifically, player A wants to sell a certain amount of virtual assets or change his virtual data, and sends a transaction request to the game server, including the transaction content and target object; the game server generates transaction data based on player A's transaction request, including transaction type (sale, purchase or change), transaction amount, target account and other information; the game server generates a random challenge code and sends the challenge code to player A. Player A signs the challenge code with his own private key to generate a signature result. Player A sends the signature result to the game server. The game server verifies the signature result with the preset public key to ensure the identity and authorization of player A. The game server also signs the transaction data with its own private key to generate another signature result. The game server sends its own signature result together with player A's signature result to the smart contract. The smart contract verifies and confirms the validity of the two signature results to ensure the authorization and consent of both parties to the transaction. After the smart contract confirms that the signatures of both parties are valid, it executes the transaction operation, including asset transfer, data change, etc. The smart contract records the transaction information and results, and updates the account assets and data.

[0082] This embodiment also discloses a circulation system for blockchain game virtual data and assets, including:

[0083] The partitioning module is used to divide the blockchain network into different levels to obtain blockchain networks at different levels;

[0084] A first generation module is used to create virtual data of various games on the blockchain networks of different levels and generate unique identifiers for various games according to hash calculations; the various games include: card games, role-playing games, and strategic games;

[0085] A second generation module is used to bind and associate account data of various types of games and generate a pair of private keys and public keys according to the unique identifier;

[0086] The circulation change module is used to use the private key and the public key to log in to the specified game and sell, buy or change the assets of the game account according to the smart contract.

[0087] The various embodiments in this specification are described in a progressive manner, and each embodiment focuses on the differences from other embodiments. The same or similar parts between the various embodiments can be referenced to each other.

[0088] The principles and implementation methods of the present invention are described in this article using specific examples. The description of the above embodiments is only used to help understand the method and core idea of ​​the present invention. At the same time, for those skilled in the art, according to the idea of ​​the present invention, there will be changes in the specific implementation methods and application scope. In summary, the content of this specification should not be understood as limiting the present invention.

Claims

1. A method for circulating virtual data and assets of blockchain games, characterized in that: include: Divide the blockchain network into layers to obtain blockchain networks at different levels; Creating virtual data of various games on the blockchain networks of different levels and generating unique identifiers for various games based on hash calculations; the various games include: card games, role-playing games, and strategic games; Based on the unique identifier, the account data of various games are bound and associated and a pair of private and public keys are generated; The private key and public key are used to log in to the designated game and sell, buy or modify the assets of the game account according to the smart contract.

2. A method for circulating virtual data and assets of blockchain games according to claim 1, characterized in that: According to the unique identifier, the account data of various games are bound and associated and a pair of private keys and public keys are generated, including: Determine the type of the game according to the unique identifier; Determine the account data of all players in the current game according to the type of the game, the account data including: game assets and character information; Convert the account information into a string to obtain string data; A pair of private key and public key is generated according to the string data by using hash calculation.

3. A method for circulating virtual data and assets of blockchain games according to claim 2, characterized in that: The converting the account information into a string form to obtain string data includes: Performing hash calculation on the string data and the unique identifier to obtain a unique hash value; The unique hash value is used as a seed to generate a pair of public and private keys of the player through the elliptic curve digital signature algorithm.

4. A method for circulating virtual data and assets of blockchain games according to claim 2, characterized in that: The step of logging into a designated game using the private key and the public key comprises: According to the public key, the game server generates a random first challenge code; Signing the random first challenge code using the private key to obtain a first signature result; The game server verifies the signature result to obtain a first verification result; If the first verification result is passed, the player successfully logs into the specified game.

5. A method for circulating virtual data and assets of blockchain games according to claim 1, characterized in that: The sale, purchase or modification of virtual data of game account assets includes: Generate a change instruction and send the change instruction to the game server, wherein the change instruction includes: purchasing game assets, selling game assets, and adjusting game data; Generate a transaction ID according to the change instruction; Sign the transaction ID using the private key to obtain a second signature result; The game server randomly generates a second challenge code according to the change instruction; The second challenge code is signed using the player's private key to obtain a third signature result; Verifying the validity of the third signature result and the second signature result through a smart contract to obtain a second verification result; If the second verification result is valid, the transaction is successful.

6. A blockchain game virtual data and asset circulation system, characterized in that: include: The partitioning module is used to divide the blockchain network into different levels to obtain blockchain networks at different levels; A first generation module is used to create virtual data of various games on the blockchain networks of different levels and generate unique identifiers for various games according to hash calculations; the various games include: card games, role-playing games, and strategic games; A second generation module is used to bind and associate account data of various types of games and generate a pair of private keys and public keys according to the unique identifier; The circulation change module is used to use the private key and the public key to log in to the specified game and sell, buy or change the assets of the game account according to the smart contract.

Citation Information

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