Anti-cheating method and device for voxel game, storage medium and program product

By calculating the hash value of voxel units in the voxel game scene and comparing it with the standard hash value, the problem of cheating in voxel games is solved, efficient cheat detection and prevention is achieved, and the gaming experience is improved.

CN120478981AActive Publication Date: 2025-08-15SHENZHEN MINIPLAY TECH CO LTD
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Patent Information

Application Number
CN202510993181.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-18
Publication Date
2025-08-15
Estimated Expiration
2045-07-18

AI Technical Summary

Technical Problem

In voxel games, gamers can cheat by modifying voxel data in game scenes, affecting the game experience and damaging the interests of game developers. It is difficult for the existing technology to effectively prevent such behavior.

Method used

By calculating the properties of each voxel unit in the game scene, generating temporary hash values and comparing them with the pre-calculated standard hash values, outputting cheat analysis results, including dividing area levels, selecting target areas for hash values and frequency adjustments to detect cheating behavior.

Benefits of technology

Effectively identify and prevent gamers' cheating behavior, improve gaming experience, reduce the possibility of cheating, and reduce waste of computing resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an anti-cheating method and device for a voxel game, a storage medium and a program product, and the method comprises the steps: calculating a temporary hash value of each voxel block according to the attribute of each voxel unit in a game scene, at least one voxel unit in each voxel block, and at least one voxel block in the game scene; and outputting a cheating analysis result according to a comparison result of the standard hash value and the temporary hash value of the voxel block, the standard hash value being the hash value of each voxel block in the game scene before the game enters, and the temporary hash value of the voxel block being calculated in the same manner as the standard hash value. According to the technical scheme, cheating behaviors of game players in the voxel game can be effectively prevented.
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Description

Technical Field

[0001] The present application belongs to the field of games, and specifically relates to anti-cheating methods, devices, storage media, and program products for voxel games. Background Art

[0002] With the development of science and technology, games have become a mainstream way for people to relax and have fun. Among them, voxel games, as a high-degree-of-freedom game, have become a relatively popular type of game.

[0003] Because scenes in voxel games are built from a large number of voxels, each of which can be independently edited, players need to cache the game scene before entering the game. Due to the voxel nature, players can cheat by modifying the voxel data in the game scene, which greatly affects the gaming experience, harms the interests of game developers, and is detrimental to the development of the game market.

[0004] Therefore, how to prevent gamers from cheating in voxel games is a technical problem that needs to be solved urgently. Summary of the Invention

[0005] The purpose of this application is to facilitate user input operations while generating input content that fits the user's input habits.

[0006] Other features and advantages of the present application will become apparent from the following detailed description, or may be learned in part by practice of the present application.

[0007] According to one aspect of an embodiment of the present application, a voxel game anti-cheating method is provided, the method comprising: Calculating a temporary hash value of each voxel block according to the attributes of each voxel unit in the game scene, wherein at least one voxel unit exists in the voxel block, and at least one voxel block exists in the game scene; The cheating analysis result is output based on the comparison result of the standard hash value and the temporary hash value of the voxel block. The standard hash value refers to the hash value of each voxel block in the game scene before the game enters. The temporary hash value of the voxel block is calculated in the same way as the standard hash value.

[0008] According to one aspect of an embodiment of the present application, calculating a temporary hash value of each voxel block according to the attributes of each voxel unit in the game scene includes: Calculating a hash value of each voxel unit; A temporary hash value of the voxel block is calculated according to the hash value of each voxel unit in the voxel block.

[0009] According to one aspect of an embodiment of the present application, calculating a hash value of each voxel unit includes: According to a pre-generated attribute extraction standard, some attributes of the voxel unit are extracted to calculate a hash value of the voxel unit.

[0010] According to one aspect of an embodiment of the present application, calculating a temporary hash value of the voxel block according to the hash value of each voxel unit in the voxel block includes: Dividing the voxel block into a plurality of regions, each region having a corresponding level, and the size of the region being positively correlated with the level corresponding to the region; wherein the current level region includes a plurality of previous level regions; Calculating a hash value of a lowest-level region according to a hash value of each voxel unit in the voxel block; Calculate the hash value of the next level area based on the hash value of the current level area until the hash value of the highest level area is obtained; A temporary hash value of the voxel block is calculated according to the hash value of each of the highest-level regions.

[0011] According to one aspect of an embodiment of the present application, the voxel block is divided into a plurality of regions, each of which has a corresponding level, including: Obtaining a target quantity at the regional level according to the number of game players visiting the voxel block within a set time period; According to a target number of region levels, a plurality of regions are divided in the voxel block, and the regions included in the voxel block have the target number of levels.

[0012] According to one aspect of an embodiment of the present application, calculating a hash value of a next-level region based on a hash value of a current-level region includes: Selecting part of the current level areas included in the next level areas as target areas; The hash value of the target area is changed according to the preset rules to obtain the target hash value; The hash value of the next-level region is calculated according to the hash value of the non-target region and the target hash value. The non-target region refers to a region in the current-level region that is not a target region.

[0013] According to one aspect of an embodiment of the present application, outputting a cheating analysis result based on a comparison result between the standard hash value and the temporary hash value of the voxel block includes: Extracting a set number of target blocks from the voxel block, and taking the target blocks having the same standard hash value and the same temporary hash value as the qualified blocks; If the proportion of the qualified blocks in all target blocks reaches a first ratio, it is determined that there is no cheating behavior; If the proportion of the qualified blocks in all target blocks reaches a second ratio, a warning is given to the game player and the frequency of obtaining the temporary hash value of the voxel block is increased to increase the anti-cheating detection frequency, and the second ratio is lower than the first ratio; If the proportion of the qualified blocks in all target blocks reaches a third ratio, cheating behavior is determined and the game account is blocked, and the third ratio is lower than the second ratio.

[0014] According to one aspect of an embodiment of the present application, the present application provides an anti-cheating device for voxel games, comprising a memory, a processor, and a readable program stored on the memory, wherein the processor executes the readable program to implement any of the methods described above.

[0015] According to one aspect of an embodiment of the present application, the present application provides a readable storage medium having a readable program / instruction stored thereon. When the readable program / instruction is executed by a processor, the method described in any one of the above items is implemented.

[0016] According to one aspect of an embodiment of the present application, the present application provides a program product, including a readable program / instruction, which, when executed by a processor, implements any of the methods described above.

[0017] In the present application, first, the temporary hash value of each voxel block is calculated based on the attributes of each voxel unit in the game scene, and there is at least one voxel unit in the voxel block, and there is at least one voxel block in the game scene. Then, based on the comparison result of the standard hash value of the voxel block and the temporary hash value, the cheating analysis result is output. The standard hash value refers to the hash value of each voxel block in the game scene before the game enters, and the temporary hash value of the voxel block is calculated in the same way as the standard hash value. This application uses the hash value of each voxel block in the game scene before the game enters as the standard hash value, and then obtains the temporary hash value of each voxel block in the game scene when the game player plays the game, and compares the standard hash value and the temporary hash value of each voxel block to determine whether the game player has cheated. It makes full use of the "fingerprint effect" of the hash value and can simply and efficiently determine whether the game player has cheated.

[0018] Other features and advantages of the present application will become apparent from the following detailed description, or may be learned in part by practice of the present application.

[0019] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present application. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The accompanying drawings are incorporated into and constitute a part of the specification, illustrate embodiments consistent with the present application, and together with the specification, are used to explain the principles of the present application. Obviously, the drawings described below are only some embodiments of the present application, and those skilled in the art can derive other drawings based on these drawings without inventive effort.

[0021] Figure 1 A flow chart of an anti-cheating method for voxel games according to an embodiment of the present application is shown.

[0022] Figure 2 A flowchart of calculating a temporary hash value of each voxel block according to the attributes of each voxel unit in a game scene according to one embodiment of the present application is shown.

[0023] Figure 3 A flowchart of calculating a temporary hash value of a voxel block based on the hash value of each voxel unit in the voxel block according to one embodiment of the present application is shown.

[0024] Figure 4 A flow chart of dividing a voxel block into multiple regions, each region having a corresponding level, according to one embodiment of the present application is shown.

[0025] Figure 5 A flowchart of calculating a hash value of a next-level region based on a hash value of a current-level region according to an embodiment of the present application is shown.

[0026] Figure 6 A flowchart of outputting cheating analysis results based on the comparison results of the standard hash value and the temporary hash value of the voxel block according to one embodiment of the present application is shown.

[0027] Figure 7 A block diagram of a computer system structure for implementing an anti-cheating method for voxel games according to an embodiment of the present application is shown. DETAILED DESCRIPTION

[0028] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this application will be thorough and complete and will fully convey the concepts of the example embodiments to those skilled in the art.

[0029] In addition, described feature, structure or characteristic can be combined in one or more embodiments in any suitable manner.In the following description, many specific details are provided so as to provide a full understanding of the embodiments of the present application. However, it will be appreciated by those skilled in the art that the technical scheme of the present application can be put into practice without one or more of the specific details, or other methods, components, devices, steps etc. can be adopted. In other cases, known methods, devices, implementations or operations are not shown or described in detail to avoid blurring the various aspects of the application.

[0030] The block diagrams shown in the accompanying drawings are merely functional entities and do not necessarily correspond to physically separate entities. That is, these functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different networks and / or processor devices and / or microcontroller devices.

[0031] The flowcharts shown in the accompanying drawings are for illustrative purposes only and do not necessarily include all contents and operations / steps, nor must they be executed in the order described. For example, some operations / steps may be decomposed, while others may be combined or partially combined. Therefore, the actual execution order may vary depending on the actual situation.

[0032] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or portion of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal. It can be implemented in whole or in part using software, hardware (such as processing circuits or memory), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the functionality of the module or unit.

[0033] See also Figure 1 , Figure 1 A flowchart of an anti-cheating method for voxel games according to an embodiment of the present application is shown. The present application embodiment provides a method for anti-cheating for voxel games, including the following steps: Step S110, calculating a temporary hash value of each voxel block according to the attributes of each voxel unit in the game scene, where there is at least one voxel unit in the voxel block and at least one voxel block in the game scene; Step S120 , outputting cheating analysis results based on the comparison results of the standard hash value and the temporary hash value of the voxel block. The standard hash value refers to the hash value of each voxel block in the game scene before the game enters. The temporary hash value of the voxel block is calculated in the same way as the standard hash value.

[0034] The above two steps are described in detail below.

[0035] In step S110, a voxel unit refers to the smallest voxel block in the game scene that cannot be modified by the game player, that is, a voxel unit cannot be further divided and cannot be modified by the game player. A voxel block is formed by combining multiple voxel units.

[0036] It should be noted that voxel blocks refer to pre-defined divisions of the game scene. For example, the unmodifiable portion of the game scene can be divided equally into a set number of voxel blocks. Alternatively, the unmodifiable portion of the game scene can be pre-specified into a set number of regions of varying sizes.

[0037] Each voxel has multiple attributes, such as its location, color, the type of material it represents, transparency, and so on. The attributes of each voxel are not exactly the same, which makes it almost impossible for the hash value of each voxel to be the same, ensuring the accuracy of anti-cheating detection.

[0038] The embodiments of the present application make full use of the different properties of each voxel unit, so that the hash value of each voxel unit is equivalent to the "electronic fingerprint" of each voxel unit, which can be used to determine whether the voxel unit has been changed.

[0039] The hash value of each voxel block is calculated according to the attributes of each voxel unit. Exemplarily, for any voxel block, the hash value of the voxel block is directly calculated according to the attributes of each voxel unit in the voxel block.

[0040] Exemplarily, a hash value of each voxel unit is calculated based on the attributes of each voxel unit, and then the voxel units included in each voxel block are determined. For any voxel block, the hash value of each voxel unit in the voxel block is substituted into the set formula to obtain a temporary hash value for the voxel block.

[0041] For example, the sum of the hash values of each voxel unit in the voxel block is used as the temporary hash value of the voxel block. Alternatively, the hash value of each voxel unit in the voxel block is hashed again to use as the temporary hash value of the voxel block.

[0042] In some embodiments, a first hash value of a voxel block is calculated based on the size, position, and shape of the voxel block (excluding air voxel units and the shape composed of other voxel units). A second hash value of the voxel block is calculated based on the hash value of each voxel unit in the voxel block. For example, the hash value of each voxel unit in the voxel block is substituted into a set formula to obtain the second hash value of the voxel block. Alternatively, the hash value of each voxel unit in the voxel block is hashed again to obtain the second hash value of the voxel block. The temporary hash value of the voxel block is calculated based on the first and second hash values of the voxel block. This prevents gamers from learning the calculation rules for the voxel block's hash value. By adjusting the hash values of different voxel units, the temporary hash value of the voxel block remains unchanged, effectively robbing Peter to pay Paul. This reduces the chances of players cheating without being detected.

[0043] See also Figure 2 , Figure 2 A flowchart of calculating a temporary hash value of each voxel block according to the attributes of each voxel unit in a game scene according to one embodiment of the present application is shown. The embodiment of the present application provides a step S110 of calculating a temporary hash value of each voxel block according to the attributes of each voxel unit in a game scene, including: Step S111, calculating the hash value of each voxel unit; Step S112 , calculating a temporary hash value of the voxel block according to the hash value of each voxel unit in the voxel block.

[0044] The above two steps are described in detail below.

[0045] In step S111, a hash value of each voxel unit is calculated, for example, by directly calculating the hash value of the voxel unit based on the attribute of the voxel unit, or by hashing the attribute of each voxel unit to obtain the hash value of the voxel unit.

[0046] In step S112 , a temporary hash value of the voxel block is calculated according to the hash value of each voxel unit in the voxel block.

[0047] In some embodiments, after obtaining the hash value of each voxel unit in the voxel block, a Merkle tree is established based on the voxel unit. The specific steps are: split each voxel block into multiple regions, first calculate the hash value of each region based on the hash value of the voxel unit, then merge the hash values of adjacent regions, and then repeat the above steps multiple times to hash, and so on to finally form a root hash as the temporary hash value of the voxel block.

[0048] In some embodiments, according to a pre-generated attribute extraction standard, some attributes of the voxel unit are extracted and hashed to obtain the hash value of the voxel unit. In some embodiments, the hash values of the voxel cells in the same voxel block are calculated using the same attribute extraction criteria.

[0049] In some embodiments, corresponding attribute extraction standards are used to calculate hash values of voxel units in the same voxel block.

[0050] In some embodiments, different attribute extraction criteria are used for voxel units in different voxel blocks to calculate hash values of each voxel unit therein.

[0051] In this way, the hash value calculated for each voxel unit can be encrypted to prevent game players from changing the properties of the voxel unit on their own after knowing the hash value calculation method, and to maintain the temporary hash value of the voxel block unchanged, thereby preventing game players from cheating in the game.

[0052] See also Figure 3 , Figure 3 A flowchart of calculating a temporary hash value of a voxel block based on the hash value of each voxel unit in the voxel block according to one embodiment of the present application is shown. The embodiment of the present application provides a step S112 of calculating a temporary hash value of a voxel block based on the hash value of each voxel unit in the voxel block, including: Step S1121: Divide the voxel block into multiple regions, each region having a corresponding level, and the size of the region is positively correlated with the level corresponding to the region; wherein the current level region includes multiple previous level regions; Step S1122 , calculating the hash value of the lowest level region according to the hash value of each voxel unit in the voxel block; Step S1123, calculating the hash value of the next level area according to the hash value of the current level area, until the hash value of the highest level area is obtained; Step S1124 , calculating a temporary hash value of the voxel block according to the hash value of each highest-level region.

[0053] The above four steps are described in detail below.

[0054] In step S1121, the voxel block is divided into multiple regions. Each region has a corresponding level, and the size of each region is positively correlated with its corresponding level. That is, the larger the level of the region, the larger the volume of the region. Moreover, the current level region includes multiple previous level regions.

[0055] For example, a voxel block is divided into multiple regions, where the regions are classified into primary, secondary, and tertiary levels. A primary region is the lowest level region and includes only voxel units, not other regions. For example, a 3D model (e.g., a cube) formed by multiple (e.g., 256) adjacent voxel units is considered a primary region. A 3D model formed by multiple adjacent primary regions is considered a secondary region. A 3D model formed by multiple adjacent secondary regions is considered a tertiary region.

[0056] In some embodiments, the voxel units in the voxel block are first divided to obtain multiple first-level regions, i.e., the lowest-level regions. In other words, all first-level regions can form a voxel block. Next, all first-level regions are divided to obtain multiple second-level regions. In other words, all second-level regions can form a voxel block. Finally, all second-level regions are divided to obtain multiple third-level regions (i.e., the highest-level regions). In other words, all third-level regions can form a voxel block.

[0057] In other embodiments, first, some voxel units in a voxel block are divided to obtain multiple primary regions, or all voxel units in a voxel block are divided to obtain multiple primary regions. Second, some primary regions in a voxel block are divided to obtain multiple secondary regions, or all primary regions in a voxel block are divided to obtain multiple secondary regions. Finally, some secondary regions in a voxel block are divided to obtain at least one tertiary region, or all secondary regions in a voxel block are divided to obtain at least one tertiary region.

[0058] In step S1122, the hash value of the lowest level region is calculated based on the hash value of each voxel unit in the voxel block. Since the lowest level region only includes voxel units, the hash value of the lowest level region is calculated based on the voxel unit hash value. This calculation is performed for each lowest level region to obtain the hash value of each lowest level region.

[0059] Exemplarily, the hash value of each voxel unit in any lowest-level region is hashed again to obtain the hash value of the lowest-level region.

[0060] In step S1123 , the next-level region is composed of multiple current-level regions, so the hash value of the next-level region is calculated based on the hash value of the current-level region until the hash value of the highest-level region is obtained.

[0061] For example, when calculating the hash value of a second-level region, the first-level region is the current-level region, and the second-level region is the next-level region. The hash values of each current-level region in the next-level region are hashed to obtain the hash value of the next-level region. The hash values of each level region are calculated sequentially until the hash value of the highest-level region is obtained.

[0062] That is, when calculating the hash value of an N-level region, the calculation is performed based on the hash values of each N-1-level region within the N-level region, where N is a positive integer. The hash value of the N-level region is obtained by hashing the hash values of each N-1-level region within the N-level region. The hash values of each level region are calculated sequentially until the hash value of the highest level region is obtained.

[0063] For example, if a second-level region consists of 256 first-level regions, the hash value of the second-level region is calculated based on the hash values of the 256 first-level regions. This method is repeated for each second-level region. After obtaining the hash values of each second-level region, the hash value of any third-level region is calculated based on the hash values of each second-level region in the third-level region.

[0064] In step S1124, a temporary hash value of the voxel block is calculated based on the hash values of each highest level region. If the hash values of all the highest level regions in the voxel block are hashed, the resulting hash value is the hash value of the voxel block.

[0065] In the embodiments of the present application, by dividing voxel blocks into regions and hierarchically processing the regional products in this manner, hash values for regions of the same level can be calculated simultaneously, thereby improving the efficiency of overall hash value calculation. Furthermore, hierarchical processing of regions can enrich the computational dimensions of voxel block hash values, preventing gamers from attempting to crack the hash value calculation method for voxel blocks. This results in a technical effect where cheating by gamers can be promptly detected, reducing the likelihood of cheating by gamers.

[0066] See also Figure 4 , Figure 4 A flowchart of dividing a voxel block into multiple regions, each with a corresponding level, according to an embodiment of the present application is shown. The embodiment of the present application provides step S1121 of dividing a voxel block into multiple regions, each with a corresponding level, including: Step S201, obtaining a target quantity at the regional level based on the number of game player visits to the voxel block within a set time period; Step S202 : dividing a voxel block into a plurality of regions according to a target number of region levels, and making the regions included in the voxel block have the target number of levels.

[0067] The above two steps are described in detail below.

[0068] In step S201, a target level is determined based on the number of player visits to a voxel block within a set time period. For any voxel block, the number of player visits to that voxel block within the set time period is obtained. Based on the player visits, the number of regional levels is determined from a preset comparison table. This is the target number of regional levels corresponding to that voxel block. This indicates the desired level for regional division of the voxel block.

[0069] It should be made clear that when a game player is within a set distance from a voxel block, it is considered that the game player has accessed the voxel block.

[0070] It should be noted that the target number of region levels refers to the number of levels in the region obtained after the voxel block is divided into regions. For example, if there are three levels in the above embodiment, the number of region levels in the voxel block is 3. If there are four levels in the region, the number of region levels in the voxel block is 4. Therefore, the target number of region levels can indicate how many levels the voxel block should be divided into when performing region division.

[0071] It should be clarified that the set period refers to the set duration after the game begins. In some embodiments, the set period refers to the set duration before the implementation of this technical solution. Game player visits refer to the length of time that game players stay in a voxel block during the set period. In some embodiments, game player visits refer to the sum of the length of time that each game player stays in a voxel block during the set period.

[0072] The more game players visit a voxel block, the greater the possibility of cheating in the voxel block. The number of game player visits is positively correlated with the size of the target number. The more customer visits to the voxel block in a set time period, the larger the number of targets at the level of the area of the voxel block. This increases supervision of voxel blocks visited by a large number of players, thereby reducing the possibility of cheating by game players.

[0073] In step S202, the voxel block is divided into a plurality of regions according to a target number of levels, so that the regions have the target number of region levels. That is, after determining the target number of region levels for the voxel block, the voxel block is divided into regions according to the levels, so that the regions included in the voxel block have the target number of levels.

[0074] In this embodiment, the number of zone levels corresponding to each voxel block is customized based on the number of game players visiting that block. Specifically, the number of zone levels is set for each voxel block based on its potential for cheating. This enables targeted cheating detection for each voxel block. This means that the same computer resources can be more specifically allocated to different voxel blocks, achieving better anti-cheating effectiveness.

[0075] See also Figure 5 , Figure 5 A flowchart of calculating the hash value of a next-level region based on the hash value of a current-level region according to an embodiment of the present application is shown. This embodiment of the present application provides step S1123 of calculating the hash value of a next-level region based on the hash value of the current-level region, including: Step S301, selecting part of the current level area included in the next level area as the target area; Step S302: The hash value of the target region is changed according to a preset rule to obtain a target hash value; Step S303 , calculating the hash value of the next level region according to the hash value of the non-target region and the target hash value. The non-target region refers to a region in the current level region that is not a target region.

[0076] The above three steps are described in detail below.

[0077] In step S301 , a portion of the current-level regions included in the next-level regions is selected as a target region.

[0078] For example, among the second-level areas (current-level areas) included in the third-level areas (next-level areas), some second-level areas are selected as target areas. That is, among the N-1-level areas included in the N-level areas, some N-1-level areas are selected as target areas.

[0079] In some embodiments, when selecting part of the current level area as the target area, it is not a random selection. For any next-level area, part of the current level area is selected as the target area in the next-level area according to a preset selection standard. In some embodiments, since the current level area can spatially constitute the next-level area. At the same time, the current level area is a three-dimensional model with a fixed spatial shape, the current level area with a specific spatial relative position in the next-level area is used as the target area. For example, the current level area on the "edge" of the next-level area is used as the target area. In this way, the complexity of calculating the hash value of the next-level area is increased to prevent game players from knowing the calculation method of the hash value and using it to cheat.

[0080] In step S302, the hash value of the target area is modified according to a preset rule to obtain a target hash value. That is, the hash value of the target area is encrypted according to the preset rule to further increase the complexity of calculating the hash value of the next level area, preventing game players from easily calculating the hash value of the next level area.

[0081] In step S303, a hash value of the next-level region is calculated based on the hash value of the non-target region and the target hash value. The non-target region is a region that is not a target region in the current level region. For example, for any next-level region, the target hash value in the next-level region and the hash value of the non-target region are hashed again to obtain the hash value of the next level.

[0082] In step S120, it should be noted that the standard hash value of the voxel block refers to the hash value of each voxel block in the game scene obtained before the game is entered. In other words, the standard hash value of the voxel block is the hash value when there is no cheating row in each voxel block in the game scene.

[0083] It should be noted that the calculation method of the standard hash value of the voxel block is the same as the calculation method of the temporary hash value of the voxel block. This ensures the validity of the comparison between the standard hash value of the voxel block and the temporary hash value.

[0084] After obtaining the temporary hash value of each voxel block, the cheating analysis result is output based on the comparison of the standard hash value of each voxel block with the temporary hash value. If the game player is not cheating, the standard hash value of the voxel block and the temporary hash value should be highly consistent. If the game player is cheating, the standard hash value of the voxel block and the temporary hash value should be inconsistent. This allows us to determine whether each voxel block is cheating.

[0085] In some embodiments, the proportion of voxel blocks whose standard hash values are highly consistent with the temporary hash values in all voxel blocks is counted, rather than being limited to the comparison results of the standard hash value and the temporary hash value of each voxel block, to comprehensively and accurately determine whether the game player has cheated.

[0086] In some embodiments, upon discovering a detection event, the game server executes the method described in this technical solution to detect whether a game player is cheating. Detection events include: reaching a preset anti-cheating detection time, a preset time interval between the last anti-cheating detection, a preset time interval after the game starts, a game bug or lag, the frequency of modifying a modifiable portion of a game scene reaching a preset frequency threshold, or the speed of modifying a modifiable portion of a game scene reaching a preset speed threshold.

[0087] In some embodiments, temporary hash values are obtained for all voxel blocks, and the temporary hash value of each voxel block is compared with the standard hash value, thereby achieving a comprehensive cheating analysis of the game scene.

[0088] In some embodiments, a random selection of voxel blocks from all voxel blocks is used as the target voxel blocks, and only the temporary hash value of the target voxel blocks is obtained. The temporary hash value of the target voxel block is then compared with the standard hash value to perform a spot-check cheating analysis on the game scene, thereby reducing the consumption of computing resources.

[0089] In some embodiments, target voxel blocks are selected from the voxel blocks based on the number of times gamers have visited them. These target voxel blocks are all visited by gamers. Only a temporary hash value is obtained for the target voxel block. The temporary hash value of the target voxel block is then compared with the standard hash value to perform targeted anti-cheating analysis on the voxel block. Because gamers generally only cheat in the voxel blocks they have visited, this application only detects cheating in the voxel blocks that gamers have visited. This significantly improves the accuracy of cheating detection in game scenarios and effectively avoids wasting computer resources.

[0090] For details, please refer to Figure 6 , Figure 6 A flowchart of outputting cheating analysis results based on the comparison results of the standard hash value and the temporary hash value of the voxel block according to one embodiment of the present application is shown. Step S120 of outputting cheating analysis results based on the comparison results of the standard hash value and the temporary hash value of the voxel block in this embodiment of the present application includes: Step S121 , extracting a set number of target blocks from the voxel block, and taking the target blocks having the same standard hash value and the same temporary hash value as the qualified blocks; Step S122: If the proportion of qualified blocks in all target blocks reaches a first ratio, it is determined that there is no cheating behavior; Step S123: If the proportion of qualified blocks in all target blocks reaches a second ratio, a warning is given to the game player and the frequency of obtaining temporary hash values of voxel blocks is increased to increase the frequency of anti-cheating detection, and the second ratio is lower than the first ratio; Step S124: If the proportion of qualified blocks in all target blocks reaches a third ratio, cheating is determined and the game account is blocked. The third ratio is lower than the second ratio.

[0091] The above four steps are described in detail below.

[0092] In step S121 , a set number of target blocks are extracted from the voxel block, and if the error between the standard hash value and the temporary hash value is less than a set error threshold, the standard hash value and the temporary hash value are considered to be the same, and the target blocks with the same standard hash value and the temporary hash value are regarded as qualified blocks.

[0093] It should be clarified that the method of extracting the target block includes but is not limited to the random extraction described in the above embodiment and selecting the target voxel block from the voxel block based on the number of game players visiting the voxel block.

[0094] In step S122 , if the proportion of qualified blocks in all target blocks reaches a first ratio, it is determined that there is no cheating behavior, that is, the user has not cheated.

[0095] In step S123, if the proportion of qualified blocks in all target blocks reaches a second ratio, a warning is issued and the frequency of obtaining temporary hash values of voxel blocks is increased. Obtaining a temporary hash value of a voxel block is equivalent to performing a check on the game scene. This increases the frequency of anti-cheating checks on the game scene. The second ratio is lower than the first ratio. In step S124, if the proportion of qualified blocks in all target blocks reaches a third ratio, the game player is determined to have cheated and the game account is blocked. The third ratio is lower than the second ratio.

[0096] In the embodiment of the present application, by calculating the ratio of the qualified block to the target block, targeted measures are taken for different comparison situations, which greatly improves the gaming experience of the players while preventing cheating of the game players.

[0097] Figure 7 A block diagram of a computer system structure for implementing an anti-cheating method for voxel games according to an embodiment of the present application is shown.

[0098] It should be noted that Figure 7 The computer system 800 shown is only an example and should not limit the functions and scope of use of the embodiments of the present application.

[0099] like Figure 7 As shown, computer system 800 includes a central processing unit (CPU) 801, which can perform various appropriate actions and processes based on programs stored in read-only memory (ROM) 802 or programs loaded from storage 808 into random access memory (RAM) 803. RAM 803 also stores various programs and data required for system operation. CPU 801, ROM 802, and RAM 803 are interconnected via bus 804. An input / output interface (I / O) 805 is also connected to bus 804.

[0100] The following components are connected to the input / output interface 805: an input section 806 including a keyboard, mouse, and the like; an output section 807 including devices such as a cathode ray tube (CRT), a liquid crystal display (LCD), and speakers; a storage section 808 including a hard disk; and a communication section 809 including a network interface card such as a local area network card or a modem. The communication section 809 performs communication processing via a network such as the Internet. A drive 810 is also connected to the input / output interface 805 as needed. Removable media 811, such as a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is installed in the drive 810 as needed, so that computer programs read from the removable media can be installed in the storage section 808 as needed.

[0101] In particular, according to an embodiment of the present application, the processes described in the various method flow charts can be implemented as computer software programs. For example, an embodiment of the present application includes a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for executing the methods shown in the flow charts. In such an embodiment, the computer program can be downloaded and installed from a network via the communication section 809 and / or installed from a removable medium 811. When the computer program is executed by the central processing unit 801, the various functions defined in the system of the present application are performed.

[0102] It should be noted that the computer-readable medium described in the embodiments of this application may be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. A computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of computer-readable storage media may include, but are not limited to, an electrical connection having one or more conductors, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof. In this application, a computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this application, a computer-readable signal medium may include a data signal transmitted in baseband or as part of a carrier wave, which carries computer-readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable signal medium may also be any computer-readable medium other than a computer-readable storage medium that can transmit, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device. Program code embodied on a computer-readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, or any suitable combination thereof.

[0103] The flowcharts and block diagrams in the accompanying drawings illustrate the possible implementation architecture, functions and operations of the systems, methods and computer program products according to various embodiments of the present application. In this regard, each box in the flowchart or block diagram can represent a module, program segment, or a part of code, and the above-mentioned module, program segment, or a part of code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in an order different from that marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram or flowchart, and the combination of the boxes in the block diagram or flowchart, can be implemented with a dedicated hardware-based system that performs the specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

[0104] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiment of the application, the features and functions of two or more modules or units described above can be concretized in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0105] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes a number of instructions to enable a computing device (which can be a personal computer, a server, a touch terminal, or a network device, etc.) to execute the method according to the embodiments of the present application.

[0106] Those skilled in the art will readily appreciate other embodiments of the present invention after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present invention that follow the general principles of this application and include common knowledge or customary techniques in the art that are not disclosed herein.

[0107] It should be understood that the present application is not limited to the exact structures described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present application is limited only by the appended claims.

Claims

1. A voxel game anti-cheating method, characterized in that: The method comprises: Calculating a temporary hash value of each voxel block according to the attributes of each voxel unit in the game scene, wherein at least one voxel unit exists in the voxel block, and at least one voxel block exists in the game scene; The cheating analysis result is output based on the comparison result of the standard hash value and the temporary hash value of the voxel block. The standard hash value refers to the hash value of each voxel block in the game scene before the game enters. The temporary hash value of the voxel block is calculated in the same way as the standard hash value.

2. The method according to claim 1, characterized in that According to the properties of each voxel unit in the game scene, the temporary hash value of each voxel block is calculated, including: Calculating a hash value of each voxel unit; A temporary hash value of the voxel block is calculated according to the hash value of each voxel unit in the voxel block.

3. The method according to claim 2, characterized in that Calculating the hash value of each voxel unit includes: According to a pre-generated attribute extraction standard, some attributes of the voxel unit are extracted to calculate a hash value of the voxel unit.

4. The method according to claim 2, characterized in that Calculating a temporary hash value of the voxel block according to the hash value of each voxel unit in the voxel block includes: Dividing the voxel block into a plurality of regions, each region having a corresponding level, and the size of the region being positively correlated with the level corresponding to the region; wherein the current level region includes a plurality of previous level regions; Calculating a hash value of a lowest-level region according to a hash value of each voxel unit in the voxel block; Calculate the hash value of the next level area based on the hash value of the current level area until the hash value of the highest level area is obtained; A temporary hash value of the voxel block is calculated according to the hash value of each of the highest-level regions.

5. The method according to claim 4, characterized in that The voxel block is divided into a plurality of regions, each of which has a corresponding level, including: Obtaining a target quantity at the regional level according to the number of game players visiting the voxel block within a set time period; According to a target number of region levels, a plurality of regions are divided in the voxel block, and the regions included in the voxel block have the target number of levels.

6. The method according to claim 4, characterized in that Calculate the hash value of the next level area based on the hash value of the current level area, including: Selecting part of the current level areas included in the next level areas as target areas; The hash value of the target area is changed according to the preset rules to obtain the target hash value; The hash value of the next-level region is calculated according to the hash value of the non-target region and the target hash value. The non-target region refers to a region in the current-level region that is not a target region.

7. The method according to claim 1, characterized in that Outputting cheating analysis results based on the comparison result between the standard hash value and the temporary hash value of the voxel block, including: Extracting a set number of target blocks from the voxel block, and taking the target blocks having the same standard hash value and the same temporary hash value as the qualified blocks; If the proportion of the qualified blocks in all target blocks reaches a first ratio, it is determined that there is no cheating behavior; If the proportion of the qualified blocks in all target blocks reaches a second ratio, a warning is given to the game player and the frequency of obtaining the temporary hash value of the voxel block is increased to increase the anti-cheating detection frequency, and the second ratio is lower than the first ratio; If the proportion of the qualified blocks in all target blocks reaches a third ratio, cheating behavior is determined and the game account is blocked, and the third ratio is lower than the second ratio.

8. A voxel game anti-cheating device, comprising a memory, a processor, and a readable program stored in the memory, characterized in that: The processor executes the readable program to implement the method according to any one of claims 1 to 7.

9. A readable storage medium, characterized in that: A readable program / instruction is stored thereon, and when the readable program / instruction is executed by a processor, the method according to any one of claims 1 to 7 is implemented.

10. A program product comprising a readable program / instruction, characterized in that: When the readable program / instructions are executed by a processor, the method according to any one of claims 1 to 7 is implemented.

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