Game program and game system

By comparing the master data of each computer in real time in a multiplayer game system and generating a report signal, the complex and cost-effective detection problem in the prior art is solved, and an easy and economical detection effect is achieved.

JP2025062171AActive Publication Date: 2025-04-14CAPCOM CO LTD
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Patent Information

Application Number
JP2023171057
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-02
Publication Date
2025-04-14
Estimated Expiration
2043-10-02

AI Technical Summary

Technical Problem

The prior art requires the definite behavior in advance and the preparation of detection procedures when detecting fraudulent activities in multiplayer games, resulting in complexity and high cost.

Method used

By introducing data acquisition, data comparison and signal transmission units into the game system, the master data of each computer is compared in real time, and when differences are found, the report signal is generated and transmitted to the server to perform illegal data detection.

Benefits of technology

This enables easy and economical detection of fraudulent activities in multiplayer games, avoiding the complexity and cost of pre-preparing the detection program.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program and a game system capable of easily and inexpensively detecting a fraudulent act in a multi-play game.SOLUTION: A game program causes a computer to function as: data acquisition means for acquiring game data (hereinafter referred to as master data) that does not change due to a game situation which is stored in other computers at a predetermined timing during a game executed synchronously by multiple computers; data comparison means for comparing the master data of others acquired from the other computers with an own master data which is stored in advance in the own computer; and signal transmission means for transmitting a predetermined report signal to a server when the master data of others differs from the own master data.SELECTED DRAWING: Figure 3
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Description

[Technical field]

[0001] The present invention relates to a game program and a game system. [Background technology]

[0002] Some games allow multiplayer, where multiple users can synchronize their computers to jointly execute missions such as quests or play against each other. In such games, some users may commit fraud (cheating), such as tampering with game data stored on their own computers.

[0003] Technologies for detecting such cheating have been proposed, for example, in the following Patent Documents 1 and 2. Patent Document 1 describes detecting whether executable code of a program has been tampered with. Patent Document 2 describes detecting macro execution in a mobile game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Special Publication No. 2023-515291 [Patent Document 2] Patent No. 7138737 Summary of the Invention [Problem to be solved by the invention]

[0005] In this way, the above technology requires that fraudulent acts be defined in advance and that the very act of the fraudulent act is detected. To do this, it is necessary to prepare programs and data for detecting fraudulent acts in advance, which is problematic in that it is complicated and expensive.

[0006] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a game program and a game system that can easily and inexpensively detect cheating in a multiplayer game. [Means for solving the problem]

[0007] A game program according to one embodiment of the present invention is a game program for controlling at least one of a plurality of computers in a game system including a plurality of computers operated by a plurality of users each and a server communicatively connected to the plurality of computers via a communication network, and causes the computer to function as a data acquisition means for acquiring game data (hereinafter referred to as master data) that does not change depending on the game situation stored in the other computers at a predetermined timing during a game in which the plurality of computers are executed synchronously, a data comparison means for comparing the master data of other people acquired from the other computers with one's own master data pre-stored in one's own computer, and a signal transmission means for transmitting a predetermined report signal to the server when the master data of other people differs from one's own master data.

[0008] The signal transmitting means may, when the master data of the other party is different from the master data of the own party, include in the report signal information for identifying the other party in which the master data of the other party is stored.

[0009] The signal transmitting means may, when the master data of the other party differs from the master data of the own party, include in the report signal information for identifying a difference between the master data of the other party and the master data of the own party.

[0010] In the game, any one of the multiple computers may be set as a specific computer, and the signal transmitting means may transmit the report signal to the specific computer if the user's own computer is not set as the specific computer, and may generate a report signal including information contained in the other user's report signal received from the other computer and a comparison result between the user's own master data and the other user's master data in the user's own computer and transmit the report signal to the server if the user's own computer is set as the specific computer.

[0011] The computer may function as a fraud estimation means for estimating which of the plurality of computers contains fraudulent master data when the other person's master data is different from the computer's own master data, and the signal transmitting means may include in the report signal information identifying the computer estimated to be using the fraudulent data as the master data.

[0012] The plurality of computers may be three or more computers, and the fraud estimation means may obtain a comparison result of the master data in other computers, and estimate the master data in the computer among the three or more computers having the largest number of computers whose master data match each other to be proper data, and estimate the master data in the remaining computers to be the fraudulent data.

[0013] In the game, any one of the multiple computers is set as a specific computer, and the computer performs calculation processing based on its own master data for a predetermined event during a game in which the multiple computers are executed synchronously, and if the computer is not set as the specific computer, it transmits the result of the calculation processing to the specific computer, and if the computer is set as the specific computer, it obtains the result of the calculation processing performed by the other computer from the other computer and reflects it in the game content synchronized between the multiple computers, and the game content synchronization means may function as a game content synchronization means for restricting the reflection of the calculation results from a computer that is suspected to be using the illegal data as the master data in the game content.

[0014] A game device according to another aspect of the present invention includes a program storage unit that stores the above-mentioned game program, and a computer that executes the program stored in the program storage unit. Effect of the Invention

[0015] According to the present invention, it is possible to provide a game program and a game system that can easily and inexpensively detect cheating in a multiplayer game. [Brief description of the drawings]

[0016] [Figure 1] FIG. 1 is a block diagram showing the hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of the game system according to the present embodiment. [Diagram 3] FIG. 3 is a diagram showing data exchange related to cheating detection processing among four synchronized game devices in this embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] [Embodiment] Hereinafter, a game program and a game system according to an embodiment of the present invention will be described with reference to the drawings.

[0018] [Hardware configuration] 1 is a block diagram showing the hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. The game system 1 is configured such that a game device 2 configured as a computer device and a server 3 are communicably connected to each other via a communication network NW such as the Internet or a LAN (Local Area Network). Of these, the game device 2 includes a processor such as a CPU (Central Processing Unit) 10 that controls the operation of the game device 2, and an operation input unit 12, a storage device 14, a ROM (Read Only Memory) 15, and a RAM (Random Access Memory) 16 are connected to the CPU 10 via a bus 11.

[0019] The game device 2 is configured so that a user holds a movable housing provided with a monitor 19 serving as a display unit. The movable housing is provided with an operation input unit 12. In this embodiment, each component of the game device 2 is housed within the movable housing. The game device 2 is configured, for example, by a portable information terminal such as a smartphone or a tablet PC.

[0020] The ROM 15 is a semiconductor memory such as a mask ROM or a PROM, and stores a boot program for booting the game device 2. The RAM 16 is composed of a DRAM or an SRAM, and reads and temporarily stores a game program 30a to be executed by the CPU 10, game data 30b required for the execution of the game program 30a, etc., according to the game play situation.

[0021] Furthermore, a graphics processing unit 17 , an audio synthesis unit 20 , and a network interface 25 are connected to the CPU 10 via the bus 11 .

[0022] Of these, the graphics processing unit 17 renders game images including the virtual game space and each character, etc., in accordance with instructions from the CPU 10. A monitor 19 built into the game device 2 is also connected to the graphics processing unit 17 via a video conversion unit 18, and the game images rendered by the graphics processing unit 17 are converted into a video format by the video conversion unit 18 and are displayed on the monitor 19.

[0023] The audio synthesis unit 20 reproduces and synthesizes digital game sounds in accordance with instructions from the CPU 10. In addition, an external speaker 22 is connected to the audio synthesis unit 20 via an audio conversion unit 21. Therefore, the game sounds reproduced and synthesized by the audio synthesis unit 20 are decoded into analog format by the audio conversion unit 21 and output from the speaker 22 to the outside.

[0024] The operation input unit 12 is configured with a touch panel provided on the monitor 19, and when the user touches an operation button or the like displayed on the monitor 19, a corresponding operation input is performed.

[0025] On the other hand, the server 3 comprises a processor such as a high-performance CPU 40 that controls the operation of the server 3 . A storage device 42 , a ROM 43 , a RAM 44 and a network interface 45 are connected to the CPU 40 via a high-speed bus 41 .

[0026] The ROM 43 of the server 3 is a semiconductor memory such as a mask ROM or a PROM, and stores basic programs for implementing basic operations of the server 3, such as a program for controlling communication between the server 3 and the game device 2.

[0027] The RAM 44 is composed of a DRAM or an SRAM, and temporarily stores the programs to be executed by the CPU 40 and data required for the execution of the programs, which are read from the storage device 42, etc.

[0028] In this embodiment, the game system 1 progresses a game (app) installed on the game device 2 as a so-called native app, and operates in a manner that the server 3 (on the web) manages data such as stamina values, which will be described later, as well as virtual currency, owned characters, and the execution of character award lotteries (gacha).

[0029] The storage device 42 of the server 3 is a large-capacity storage medium built into the server 3. The server 3 stores a game program 42a and game data 42b in the storage device 42. The CPU 40 manages save data 42c of each game device 2 (account). The server 3 and the game devices 2 communicate with each other via a communication network NW.

[0030] In order to execute (play) a predetermined game based on a user's operation, the game device 2 receives (downloads and installs) a game program 42a and game data 42b stored in a storage device 42 of the server 3 via the game device 2. Furthermore, the game device 2 receives (downloads and installs) an update game program and game data from the server 3.

[0031] The game device 2 progresses the game on the basis of the installed game program and game data, and outputs game effects (game images, sounds) accompanying the game progress to a monitor 19, a speaker 22, etc., which will be described later.

[0032] Each game device 2 and each user is assigned different account information (unique identification information), and an ID (identification code) is assigned to each piece of account information.

[0033] The server 3 manages the account information of each user, receives data relating to the game progress status of each account from the game device 2, and stores it in the storage device .

[0034] For example, when a user performs an operation to start a game, each game device 2 communicates with the server 3 via the communication network NW, and account information is transmitted from this game device 2. The server 3 performs a predetermined authentication based on the transmitted account information, and transmits data required for game progress (data related to the game progress status) to the game device 2.

[0035] The game device 2 receives data related to the game progress of this account and progresses the game on the game device 2. The game device 2 transmits data related to the game progress to the server 3 not only at the start of the game but also at predetermined times during the game progress (when data is updated when an item is consumed or a game task is completed, etc.). In this way, in the game system in this embodiment, the server 3 and the game device 2 communicate with each other at predetermined times and the server 3 and the game device 2 progress the game in synchronization with each other.

[0036] In the game described in this embodiment, a user selects at least one character from among a plurality of characters as a player character and controls the player character to fight against enemy characters in a virtual space. This game is a multi-play game in which a plurality of computers (a plurality of game devices 2) operated by a plurality of users are synchronized via a communication network NW, and the plurality of users form a party and cooperate to progress in the game on a common game stage.

[0037] [Functional configuration of the game device] FIG. 2 is a block diagram showing the functional configuration of the game system in this embodiment. The game device 2 constituting the game system 1 operates as a computer equipped with a control unit 5a including a CPU 10, a storage device 14, a ROM 15, a RAM 16, a graphic processing unit 17, an audio synthesis unit 20, etc. The server 3 operates as a computer equipped with a control unit 5b including a CPU 40, a storage device 42, a ROM 43, a RAM 44, etc. As shown in FIG. 2, the control unit 5 of the game system 1 constituted by the control unit 5a of the game device 2 and the control unit 5b of the server 3 working together executes the game programs 30a, 42a, and thereby exerts functions such as a data acquisition means 51, a data comparison means 52, a signal transmission means 53, a fraud estimation means 54, a game content synchronization means 55, a matching means 56, and a game execution means 57 under the control of each processor.

[0038] Among these, the matching means 56 performs matching to synchronize a plurality of computers (game devices 2) operated by a plurality of users. The game execution means 57 executes a predetermined game synchronized between the matched plurality of game devices 2. The game content synchronization means 55 synchronizes the game content between the plurality of game devices 2.

[0039] For example, the game execution means 57 places the player characters operated by each user in a common virtual space and causes the player characters to act in the virtual space based on the user's operation input, thereby progressing the game. At this time, the game execution means 57 generates a two-dimensional or three-dimensional virtual space (game space) in which the player characters operated by each user act. For example, the game execution means 57 reads data such as objects and textures included in the game data 30b, 42b in accordance with the movement of the player characters, and generates a two-dimensional or three-dimensional virtual game space.

[0040] Furthermore, the game execution means 57 also generates each object that operates in the virtual space. Moreover, the game execution means 57 places a virtual camera based on the position of the player character. A two-dimensional image captured by the virtual camera placed in the virtual space is displayed on the monitor 19 as a game progress image. The game execution means 57 controls the operation of the player character and the virtual camera in response to the operation input by the user to the operation input unit 12 or the progress of the game, thereby progressing the game tasks during the game. Furthermore, the game execution means 57 controls the operation of non-player characters such as characters acting in the virtual space.

[0041] The data acquisition means 51 acquires, at a predetermined timing during a game in which a plurality of game devices 2 are synchronously executed, master data stored in the other game devices 2. The master data is game data that does not change depending on the game situation.

[0042] The data comparison means 52 compares the master data of the other person acquired from the other game device 2 with the own master data pre-stored in the own game device 2. The signal transmission means 53 transmits a predetermined report signal to the server 3 when the master data of the other person differs from the own master data.

[0043] When the master data of the other person and the player's own master data differ, the fraud deduction means 54 estimates which of the plurality of game devices 2 stores the fraudulent master data.

[0044] [Fraud detection processing] The fraud detection process in this embodiment will be described below. First, when a predetermined quest provided in the game is selected, the matching means 56 matches a predetermined number of users from among those who have selected the same quest. The following illustrates an example in which four users are synchronized. That is, the matching means 56 synchronizes four game devices 2 operated by four users who have selected the same quest.

[0045] 3 is a diagram showing data exchange related to cheating detection processing among four synchronized game devices in this embodiment. In the example of Fig. 3, the four synchronized game devices 2 are referred to as a first game device 2A, a second game device 2B, a third game device 2C, and a fourth game device 2D, respectively.

[0046] The matching means 56 sets one of the four game devices 2A to 2D (the first game device 2A in this example) as the specific computer. In this embodiment, matching is performed by the server 3, and the game is configured as a P2P (peer-to-peer) communication game in which the matched game devices 2 communicate with each other to progress the game. The specific computer operates as a host computer during P2P communication. Of the four synchronized game devices 2A to 2D, the game devices 2B to 2D other than the specific computer operate as guest computers.

[0047] Before starting a game, each user's game device 2A-2D stores master data 30m as game data in advance. In the example of Fig. 3, the master data stored in the first game device 2A is called first master data ma, the master data stored in the second game device 2B is called second master data mb, the master data stored in the third game device 2C is called third master data mc, and the master data stored in the fourth game device 2D is called fourth master data md.

[0048] As described above, the master data 30m (ma to md) is game data that does not change depending on the game situation. For example, the master data ma to md includes data related to weapons equipped by the player character. In this case, the master data ma to md includes the name of the weapon, the type of attributes, etc., the attack power, the contents (presence or absence) of special effects, etc. Therefore, the master data ma to md includes numerical values, character strings, types, correspondence with other parameters, etc. The master data ma to md is game data that is referred to by the game devices 2A to 2D operated by each user during the game of the user, and when the multiple game devices 2A to 2D are synchronized, the master data ma to md is treated as the same data among the multiple synchronized game devices 2A to 2D in each game device 2A to 2D. Except for updates of the game program itself, the master data ma to md does not change depending on the game situation. The storage device 42 of the server 3 stores master data 42m that is the same as the master data 30m (ma to md) stored in the game device 2. In the following, the master data 42m stored in the server 3 is referred to as server master data 42m.

[0049] The master data 30m, 42m may include initial values ​​of parameters whose values ​​change depending on the game situation. For example, in a game in which the attack power of a weapon held by a player character is increased by modifying the weapon during the game, data on the attack power of the weapon before the modification is set as the initial value of the attack power. The master data 30m, 42m may include this initial value of the attack power. In this case, the attack power changes depending on the game situation, but the initial value of the attack power does not change depending on the game situation. In addition, for example, the initial value of the defensive power of armor, and initial values ​​of the vitality, attack power, defensive power, etc. of enemy characters may also be included in the master data 30m, 42m.

[0050] The game execution means 57 executes processing during the game using the master data ma to md. At this time, the game content synchronization means 55 of each of the game devices 2A to 2D performs calculation processing based on its own master data ma to md for a predetermined event during a game in which the plurality of game devices 2A to 2D are synchronously executed. In the following, an attack by a player character against an enemy character is exemplified as a predetermined event.

[0051] The first game device 2A operated by the first user controls the movement of a first player character operated by a first user and calculates damage inflicted by the first player character to an enemy character, etc. The second game device 2B operated by the second user controls the movement of a second player character operated by a second user and calculates damage inflicted by the second player character to an enemy character, etc.

[0052] For example, when the first user attacks an enemy character with weapon A and hits the enemy character, the game content synchronization means 55 of the first game device 2A reads out the first master data ma related to weapon A and the first master data ma related to the enemy character. The game content synchronization means 55 calculates the damage to be inflicted on the enemy character based on data such as the attack power of weapon A, the defense power of the enemy character, the combination of attributes of weapon A and the enemy character, the location of the hit, and subtracts the calculated damage from the current strength of the enemy character. The same applies when the player character receives damage from the enemy character.

[0053] The results of the calculations in each of the game devices 2A-2D are collected in the first game device 2A, which is the host computer, and are shared among the four synchronized game devices 2A-2D. That is, the game content synchronization means 55 transmits the results of the calculation process to the host computer when its own computer is a guest computer that is not set as a host computer (specific computer), and obtains the results of the calculation process performed by the guest computer from the guest computer when its own computer is set as a host computer, and reflects the results in the game content synchronized among the multiple game devices 2A-2D.

[0054] For example, data such as damage inflicted by the second player character on an enemy character calculated by the second game device 2B, damage inflicted by the third player character on an enemy character calculated by the third game device 2C, and damage inflicted by the fourth player character on an enemy character calculated by the fourth game device 2D are transmitted to the first game device 2A. The first game device 2A reflects the data transmitted from each of the game devices 2B-2D and data such as damage inflicted by the first player character on an enemy character calculated by the first game device 2A in the game content, and transmits the results (for example, the remaining vitality of an enemy character) to each of the game devices 2B-2D to be shared among the plurality of game devices 2A-2D.

[0055] In this way, each of the game devices 2A to 2D executes arithmetic processing during the game using the master data ma to md stored in each of the game devices 2A to 2D. Therefore, it is necessary for the master data ma to md to be the same among the multiple game devices 2A to 2D that are synchronized in order to properly execute the game. For example, if the attack power of the weapon A is 100 and the attack power of the weapon A is 1000 only in the third master data mc stored in the third game device 2C, when the player character operated in the third game device 2C hits an enemy character with the weapon A, the damage will be ten times larger than when the player characters operated in the other game devices 2A, 2B, 2D hit the enemy character in the same manner with the same weapon A. In this way, there is a risk that cheating in the game will be established by tampering with the master data 30m in one's own game device 2.

[0056] Therefore, in this embodiment, the master data ma to md are compared among the multiple synchronized game devices 2A to 2D. The master data ma to md are compared in each of the game devices 2A to 2D. Therefore, the control units 5a of each of the multiple synchronized game devices 2A to 2D function as data acquisition means 51, data comparison means 52, and signal transmission means 53.

[0057] For example, the data acquisition means 51 in the first game device 2A acquires the master data mb to md stored in the other game devices 2B to 2D at a predetermined timing during the game. In this embodiment, the predetermined timing is a timing after the synchronization of the multiple game devices 2A to 2D and before the start of the game.

[0058] The data acquisition means 51 of the first game device 2A acquires the second master data mb, the third master data mc, and the fourth master data md. That is, the second game device 2B, the third game device 2C, and the fourth game device 2D each transmit their own master data mb to md to the first game device 2A at a predetermined timing. The data comparison means 52 of the first game device 2A compares the acquired master data mb to md of the other person with their own master data ma pre-stored in the first game device 2A. If the master data mb to md of the other person are the same as their own master data ma, the data comparison means 52 determines that there is no cheating by tampering with the master data 30m. On the other hand, if any of the master data mb to md of the other person are different from their own master data ma, the data comparison means 52 determines that there is a possibility of cheating by tampering with the master data 30m.

[0059] For example, if the first master data ma and the third master data mc are different, and the first master data ma and the second master data mb and the fourth master data md are the same, there is a possibility that the third master data mc has been tampered with.

[0060] The other game devices 2B to 2D also perform a comparison of the master data in a similar manner. For example, the data acquisition means 51 of the second game device 2B acquires the first master data ma, the third master data mc, and the fourth master data md. The data comparison means 52 of the second game device 2B compares the acquired master data ma, mc, and md of the other people with its own master data mb prestored in the second game device 2B. If any of the master data ma, mc, and md of the other people is different from its own master data mb, the data comparison means 52 determines that there is a possibility of fraudulent conduct by tampering with the master data 30m. In the above example, it is determined that its own master data mb is different from the third master data mc, and its own master data mb is the same as the first master data ma and the fourth master data md.

[0061] Also, for example, the data acquisition means 51 of the third game device 2C acquires the first master data ma, the second master data mb, and the fourth master data md. The data comparison means 52 of the third game device 2C compares the acquired master data ma, mb, and md of the other person with its own master data mc prestored in the third game device 2C. If any of the master data ma, mb, and md of the other person is different from its own master data mc, the data comparison means 52 determines that there is a possibility of fraudulent conduct by tampering with the master data 30m. In the above example, it is determined that its own master data mc is different from the master data ma, mb, and md of the other person.

[0062] The signal transmitting means 53 of each of the game devices 2A to 2D generates a predetermined report signal when the master data of the second game device 2B is different from the master data of the other device. In the example of FIG. 3, the signal transmitting means 53 of the second game device 2B generates a report signal Sr2 including information for identifying the third game device 2C because the master data mb of the second game device 2B is different from the master data ma, mb, and md of the other device. Similarly, the signal transmitting means 53 of the third game device 2C generates a report signal Sr3 including information for identifying the first game device 2A, the second game device 2B, and the fourth game device 2D because the master data md of the fourth game device 2D is different from the master data md of the fourth game device 2D.

[0063] The report signal includes information for identifying differences between the user's master data and the other user's master data. For example, if the attack power of weapon A is different, the report signal includes a data identification number indicating the attack power of weapon A.

[0064] In this embodiment, the signal transmitting means 53 of the game devices 2B-2D, which are guest computers, transmits report signals Sr2-Sr4 to the first game device 2A, which is a host computer (specific computer). The signal transmitting means 53 of the first game device 2A, which is the host computer, generates a report signal Sr1 together with information contained in the report signals Sr2-Sr4 of other people received from the other game devices 2B-2D and information on the comparison result in the first game device 2A, and transmits it to the server 3. In the case of the above example, the report signal Sr1 includes data indicating that the first master data ma and the third master data mc are different, that the second master data mb and the third master data mc are different, and that the fourth master data md and the third master data mc are different.

[0065] The fraud estimation means 54 of the server 3 notifies the administrator of the possibility that a fraudulent act has occurred based on the received report signal Sr1. For example, the administrator's management terminal and the server 3 are communicably connected, and when the server 3 receives the report signal Sr1, it transmits a fraud occurrence signal to the management terminal. When the management terminal receives the fraud occurrence signal, it displays information based on the fraud occurrence signal on the monitor of the management terminal. The content of the notification includes the information contained in the report signal Sr1. That is, in the above example, it is notified that the third master data mc stored in the third game device 2C is different from the master data ma, mb, and md stored in the game devices 2A, 2B, and 2D.

[0066] The fraud estimating means 54 of the server 3 can also estimate which of the game devices 2A-2D contains the fraudulent master data ma-md, based on the received report signal Sr1. For example, the fraud estimating means 54 communicates with each of the game devices 2A-2D at a predetermined timing and acquires the master data ma-md of each of the game devices 2A-2D.

[0067] As described above, the server master data 42m is stored in the storage device 42 of the server 3. The server master data 42m is treated as authentic data. The fraud estimating means 54 compares the acquired master data ma to md with the server master data 42m. If the acquired master data ma to md contains master data different from the server master data 42m, the fraud estimating means 54 estimates that a fraudulent act has occurred in the game device 2 corresponding to the master data (the computer in which the fraudulent data has been stored is estimated to be a fraudulent computer). The fraud estimating means 54 can also notify the administrator of such an estimation result.

[0068] [Effects of the invention] To summarise the above, one aspect of this embodiment is a game program for controlling at least one of a plurality of computers (game devices 2A-2D) in a game system 1 including a plurality of computers (game devices 2A-2D) operated by a plurality of users respectively, and a server 3 communicatively connected to the plurality of computers (game devices 2A-2D) via a communication network NW, the game program causing the computer (game device 2A-2D) to function as: data acquisition means 51 for acquiring game data (hereinafter, master data 30m) that does not change depending on the game situation stored in the other computers, at a predetermined timing during a game in which the plurality of computers (game devices 2A-2D) are synchronously executed; data comparison means 52 for comparing the master data of another person acquired from the other computers with one's own master data pre-stored in one's own computer; and signal transmission means 53 for transmitting a predetermined report signal Sr1 to the server 3 when the master data of the other person differs from one's own master data.

[0069] According to the game program of this embodiment, when a plurality of computers (game devices 2A to 2D) operated by a plurality of users are synchronized, the master data 30m (ma to md) stored in each computer are compared to determine whether the master data differ from each other. If the comparison result shows that the master data of the other company is different from the master data of the computer, a predetermined report signal Sr1 is transmitted to the server 3. This makes it possible to detect that the master data, which should be the same among the plurality of computers, has been tampered with in any of the plurality of synchronized computers. In this way, in a multi-play game, cheating can be easily and inexpensively detected without introducing a special detection program by simply comparing data between the plurality of computers.

[0070] Furthermore, according to this embodiment, the report signal Sr1 includes information for identifying other computers in which master data of other people is stored. This makes it possible to identify a combination of computers that are determined to have different master data among multiple synchronized computers, making it easy to identify a computer whose master data has been tampered with.

[0071] According to the present embodiment, the report signal Sr1 includes information for identifying the difference between the master data of the other party and the master data of the user. This makes it possible to identify the part of the master data that has been tampered with, and therefore to focus future countermeasures against tampering on that part.

[0072] According to the present embodiment, the comparison results of each of the multiple synchronized computers with the other computers are collected in a specific computer (host computer). Therefore, it is easy to identify the computer in which the master data has been tampered with among the multiple computers. Also, the amount of communication between the computer (game device 2) and the server 3 can be reduced.

[0073] [Other embodiments] Although the embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and various improvements, changes, and modifications are possible without departing from the spirit of the present invention.

[0074] For example, in the above embodiment, the predetermined timing for each of the game devices 2A to 2D to obtain other master data and compare it with its own master data is illustrated as being after synchronization and before the start of a game such as a quest, but the predetermined timing may be after the start of the game (during the game) or after the end of the game (before synchronization is released) as long as it is after synchronization. Comparison may be performed at multiple times during the game.

[0075] Furthermore, in the above embodiment, an example has been given in which game devices 2B-2D, which are guest computers, transmit report signals Sr2-Sr4 to game device 2A, which is a host computer (specific computer), and game device 2A, which is the host computer, transmits a report signal Sr1 to server 3, which includes the contents of the report signals Sr2-Sr4 from game devices 2B-2D, which are guest computers, and a comparison result from game device 2A, which is the host computer; however, each game device 2A-2D may transmit report signals Sr1-Sr4 to server 3 based on the comparison result from each of the multiple synchronized game devices 2A-2D.

[0076] In the above embodiment, the game device 2A transmits the report signal Sr1 to the server 3 when the master data of the other person and the game device's own master data are different. However, in addition to transmitting the report signal Sr1, each game device 2A-2D may notify the user of the game device 2A-2D that a cheating act may have occurred during the game. This notification may include a notification that the game result or the reward or the like associated therewith may be invalid. The user to be notified may be a user of a game device other than the game device suspected to be the cheating computer. In other words, the user of the game device suspected to be the cheating computer may not be notified.

[0077] Furthermore, the server 3 may execute a more detailed cheating detection process for a game device suspected of cheating. For example, as a more detailed cheating detection process, the server 3 may search the past game play history and operation history of the user and analyze whether there is anything abnormal in the game content. For this purpose, the server 3 may store the game play history, operation history, cheating detection history, etc. of each user in the storage device 42 in association with the user.

[0078] In the above embodiment, a cheating computer that performs arithmetic processing using cheating data in the server 3 is inferred, but the cheating computer does not have to be inferred. Also, a cheating computer may be inferred on the side of the multiple synchronized game devices 2A-2D. That is, the cheating inferring means 54 may be configured as a function of the multiple synchronized game devices 2A-2D.

[0079] For example, when the number of synchronized computers is three or more computers, the fraud estimation means 54 may obtain the comparison results of the master data in the other computers, and may estimate the master data in the computer having the largest number of computers among the three or more computers whose master data match each other to be the proper data, and may estimate the master data in the remaining computers to be the fraudulent data.

[0080] In the example of Fig. 3, the cheating deduction means 54 of the first game device 2A acquires a comparison result of the master data in the other game devices 2B to 2D. The cheating deduction means 54 acquires from the second game device 2B that the third master data mc is different (possibly cheating data), acquires from the third game device 2C that the first master data ma, the second master data mb, and the fourth master data md are different, and acquires from the fourth game device 2D that the third master data mc is different. The first game device 2A itself has a comparison result indicating that the third master data mc is different.

[0081] Since the first master data ma, the second master data mb, and the fourth master data md match each other based on the obtained comparison result information, the fraud estimation means 54 estimates that the master data ma, mb, and md of the first game device 2A, the second game device 2B, and the fourth game device 2D are proper data, as they are the computers with the largest number of computers whose master data 30m matches each other, and estimates the master data mc of the remaining third game device 2C as fraudulent data.

[0082] Furthermore, the signal transmitting means 53 of the first game device 2A may include, in the report signal Sr1 transmitted to the server 3, information for identifying the computer (the third game device 2C) that is presumed to be using the unauthorized data as the master data 30m.

[0083] In this way, by estimating on the computer operated by the user which computer among the multiple synchronized computers has had its master data tampered with, it is possible to quickly estimate fraud without communicating with the server 3. Also, by estimating that the master data of the computer having the largest number of computers among the multiple synchronized computers that have matching master data is the correct data (i.e., estimating the correct data by majority vote), it is possible to perform simple and highly accurate estimation.

[0084] Furthermore, when different master data exists among the master data ma to md between the synchronized game devices 2A to 2D, in addition to each of the game devices 2A to 2D transmitting the report signals Sr1 to Sr4, the game content synchronization means 55 may impose restrictions on reflecting, in the game content, the calculation results from a game device that is estimated to be using unauthorized data as master data. For example, when the unauthorized estimation means 54 estimates that the third master data mc stored in the third game device 2C is unauthorized data, the game content synchronization means 55 does not share (ignores) within the synchronized game at least a part of the calculation processing results for a predetermined event performed in the third game device 2C.

[0085] For example, if the attack power of weapon A in the third master data mc is invalid data, among the calculation processing results related to the attacks of the third player character transmitted from the third game device 2C to the first game device 2A which is the host computer, the calculation processing results related to the attack with weapon A (for example, 800 damage inflicted on the enemy character) are ignored. On the other hand, the calculation processing results related to the attack with weapon B different from weapon A and the calculation processing results related to the movement of the third player character may be shared among the multiple game devices 2A to 2D.

[0086] Alternatively, the game content synchronization means 55 may prevent all arithmetic processing results (i.e. all actions of the third player character) from being shared within the game from the third game device 2C in which the master data mc partially including the illegal data is stored. Also, the game content synchronization means 55 may make the numerical values ​​of the arithmetic processing results using the illegal data extremely small, or may correct them using the master data (proper master data) stored in the host computer or the server 3.

[0087] In this way, by restricting a computer that performs calculations using fraudulent data during a game in which the fraudulent data is used, it is possible to prevent a user who has committed a fraudulent act from gaining an advantage in the game through the fraudulent act, while allowing a game in which multiple users are synchronized to continue. Note that such restrictions may be executed based on a restriction signal from the server 3, or, for example, in a case where the fraud estimation means 54 of the first game device 2A, which is the host computer, estimates a fraudulent computer, the game content synchronization means 55 of the first game device 2A may execute a restriction process based on the estimation result of the fraud estimation means 54.

[0088] In the above embodiment, the predetermined event for which the game content synchronization means 55 of each of the game devices 2A to 2D performs arithmetic processing based on its own master data ma to md is exemplified as an attack by a player character against an enemy character, but the predetermined event is not limited to this. For example, the predetermined event may include an event based on a user's operation such as the movement of the player character or a predetermined action, or setting contents that are not directly related to the action of the player character, such as object placement (e.g., placing a treasure chest) and effects obtained according to the action of the player character on an object (e.g., selection of an item that can be obtained by opening a treasure chest). It can be said that the master data related to such a predetermined event is data content that may be tampered with (subject to fraudulent acts).

[0089] In the above embodiment, the host computer during P2P intercommunication is set as the specific computer that aggregates the report signals Sr2 to Sr4, but the specific computer may be appropriately selected from among the multiple computers that are synchronized, regardless of whether it is a host computer or not. Also, the specific computer may be set to two or more of the multiple computers that are synchronized.

[0090] In the above embodiment, an action game in which multiple computers play cooperatively in synchronization has been described as an example, but an action game in which multiple computers play against each other in synchronization may also be used. Furthermore, the games to which the above embodiment is applicable are not limited to action games, and the present invention may be applicable to various games such as role-playing games, simulation games, puzzle games, and racing games.

[0091] In the above embodiment, the game device 2 has been described assuming a portable information terminal such as a smartphone or a tablet PC, or a portable dedicated game device, but the game device 2 is not limited to these, and the present invention can also be suitably applied to a computer device such as a stationary game device or a personal computer.

[0092] Furthermore, the game device 2 may be equipped with a disk drive, a memory card slot, or a HDD, etc. In a game device equipped with a disk drive, a disk-type storage medium such as a DVD-ROM may be loaded into the disk drive so that the game device 2 can acquire the game program and game data. In a game device equipped with a memory card slot, a card-type storage medium may be loaded so that save data can be stored in the card-type storage medium.

[0093] The effects of the present invention can be achieved even when these other embodiments are adopted. In addition, the above-described embodiment and other embodiments, and other embodiments can be combined with each other as appropriate.

[0094] [Disclosure Summary] Each of the following sections discloses a preferred embodiment.

[0095] [Item 1] A game system including a plurality of computers operated by a plurality of users, and a server communicatively connected to the plurality of computers via a communication network, the game system comprising: The computer, a data acquisition means for acquiring game data (hereinafter, master data) that does not change depending on the game situation stored in the other computers at a predetermined timing during the game that is synchronously executed by the plurality of computers; a data comparison means for comparing the master data of the other person acquired from the other computer with the master data of the user's own pre-stored in the user's own computer; and The game program causes the game device to function as a signal transmitting means for transmitting a predetermined report signal to the server when the master data of the other person differs from the player's own master data.

[0096] [Item 2] The game program according to item 1, wherein the signal sending means, when the master data of the other person is different from the player's own master data, includes in the report signal information for identifying the other computer in which the master data of the other person is stored.

[0097] [Item 3] The game program according to item 1 or 2, wherein the signal sending means, when the master data of the other person is different from the player's own master data, includes in the report signal information for identifying the differences between the master data of the other person and the player's own master data.

[0098] [Item 4] In the game, any one of the plurality of computers is set as a specific computer; The signal transmitting means is If the own computer is not set as the specific computer, transmitting the report signal to the specific computer; A game program described in any one of items 1 to 3, in which, when the own computer is set as the specific computer, a report signal including information contained in the other person's report signal received from the other computer and a comparison result between the own master data and the other person's master data in the own computer is generated and transmitted to the server.

[0099] [Item 5] The computer, functioning as a fraud inference means for inferring which of the plurality of computers contains fraudulent master data when the master data of the other person differs from the master data of the user; 5. A game program according to any one of items 1 to 4, wherein the signal sending means includes in the report signal information identifying the computer that is presumed to be using the fraudulent data as the master data.

[0100] [Item 6] the plurality of computers is three or more computers, 6. The game program according to item 5, wherein the fraud estimation means obtains a comparison result of the master data in the other computers, estimates the master data in the computer having the largest number of computers among the three or more computers that match the master data to be the proper data, and estimates the master data in the remaining computers to be the fraudulent data.

[0101] [Item 7] In the game, any one of the plurality of computers is set as a specific computer; The computer, a game content synchronizing means for performing a calculation process based on said own master data for a predetermined event during a game in which said plurality of computers are synchronously executed, and transmitting a result of said calculation process to said particular computer if said own computer is not set as said particular computer, and for obtaining a result of said calculation process performed by said other computer from said other computer if said own computer is set as said particular computer, and reflecting the result in the game content synchronized between said plurality of computers; 7. The game program according to item 5 or 6, wherein the game content synchronization means imposes restrictions on reflecting calculation results from a computer presumed to be using the fraudulent data as the master data in the game content.

[0102] [Item 8] A program storage unit that stores the game program according to any one of items 1 to 7; A game system comprising: a computer that executes the program stored in the program storage unit. [Industrial Applicability]

[0103] The present invention is useful for providing a game program and a game system that can easily and inexpensively detect cheating in a multiplayer game. [Explanation of symbols]

[0104] 1. Game System 2,2A~2D Game device (computer) 3 Server 30m,ma~md,42m Master data 51 Data Acquisition Methods 52 Data Comparison Methods 53 Signal transmission means 54 Methods of inferring fraud 55 Game content synchronization means

Claims

1. A game system including a plurality of computers operated by a plurality of users, and a server communicatively connected to the plurality of computers via a communication network, the game system comprising: The computer, a data acquisition means for acquiring game data (hereinafter, master data) that does not change depending on the game situation stored in the other computers at a predetermined timing during the game that is synchronously executed by the plurality of computers; a data comparison means for comparing the master data of the other person acquired from the other computer with the master data of the user's own pre-stored in the user's own computer; and The game program causes the game device to function as a signal transmitting means for transmitting a predetermined report signal to the server when the master data of the other person differs from the player's own master data.

2. 2. The game program according to claim 1, wherein the signal transmitting means, when the master data of the other person is different from the master data of the player's own, includes in the report signal information for identifying the other computer in which the master data of the other person is stored.

3. 3. The game program according to claim 1, wherein the signal transmitting means, when the master data of the other person is different from the master data of the player's own, includes in the report signal information for identifying the difference between the master data of the other person and the master data of the player's own.

4. In the game, one of the plurality of computers is set as a specific computer; The signal transmitting means is If the own computer is not set as the specific computer, transmitting the report signal to the specific computer; 3. The game program according to claim 1, wherein, when the user's own computer is set as the specific computer, a report signal is generated including information contained in the other person's report signal received from the other computer and a comparison result between the user's own master data and the other person's master data in the user's own computer, and the report signal is transmitted to the server.

5. The computer, functioning as a fraud inference means for inferring which of the plurality of computers contains fraudulent master data when the master data of the other person differs from the master data of the user; 3. The game program according to claim 1, wherein said signal transmitting means includes in said report signal information for identifying the computer presumed to be using said unauthorized data as said master data.

6. the plurality of computers is three or more computers, 6. The game program according to claim 5, wherein the fraud estimation means obtains a comparison result of the master data in other computers, estimates the master data in the computer among the three or more computers having the largest number of computers that match the master data to be proper data, and estimates the master data in the remaining computers to be the fraudulent data.

7. In the game, one of the plurality of computers is set as a specific computer; The computer, a game content synchronizing means for performing a calculation process based on said own master data for a predetermined event during a game in which said plurality of computers are synchronously executed, and transmitting a result of said calculation process to said particular computer if said own computer is not set as said particular computer, and for obtaining a result of said calculation process performed by said other computer from said other computer if said own computer is set as said particular computer, and reflecting the result in the game content synchronized between said plurality of computers; 6. The game program according to claim 5, wherein said game content synchronization means imposes a restriction on reflecting, in said game content, a calculation result from a computer presumed to be using said unauthorized data as said master data.

8. A program storage unit that stores the game program according to claim 1 or 2; A game system comprising: a computer that executes the program stored in the program storage unit.

Citation Information

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