Game program and game system
The game program synchronizes user computers to detect cheating by comparing master data, providing an efficient and economical solution for multiplayer game fraud detection.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-10-02
- Publication Date
- 2026-03-11
AI Technical Summary
Existing multiplayer game detection systems require complex and costly preparations to define fraudulent activities, making it difficult to detect cheating effectively.
A game program that synchronizes multiple user computers to compare master data stored on each device, transmitting report signals to a server when discrepancies are found, allowing for easy and inexpensive cheating detection.
Enables simple and cost-effective identification of cheating by comparing master data across synchronized computers, reducing communication overhead and facilitating quick identification of tampered data.
Smart Images

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Abstract
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 synchronize their computers to jointly complete missions such as quests or compete against each other. In such games, some users may engage in dishonest acts (so-called cheating), such as tampering with game data stored on their own computers.
[0003] Technologies for detecting such fraudulent activities 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, while Patent Document 2 describes detecting macro execution in mobile games. [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] As described above, the above technology requires that fraudulent activity be defined in advance and that the very act of fraudulent activity be detected, which requires that programs and data for detecting fraudulent activity be prepared in advance, resulting in problems of complexity and high costs.
[0006] SUMMARY OF THE INVENTION It is therefore an object of the present invention 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, 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 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 users 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 if the master data of other users differs from one's own master data.
[0008] The signal transmitting means may include, in the report signal, information for specifying the other computer in which the master data of the other party is stored, when the master data of the other party is different from the master data of the own party.
[0009] When the master data of the other party differs from the master data of the own party, the signal transmitting means may include, in the report signal, information for identifying the 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 own computer is not set as the specific computer, and if the own computer is set as the specific computer, generate 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 computer's own master data and the other person's master data in the own computer, and transmit the report signal to the server.
[0011] The computer may function as a fraud estimation means for estimating which of the plurality of computers has the master data stored therein as fraudulent data when the master data of the other person differs from the computer's own master data, and the signal transmission 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 the comparison results of the master data in other computers, and estimate the master data in the computer with the largest number of computers among the three or more computers whose master data matches each other as the correct data, and estimate the master data in the remaining computers as the fraudulent data.
[0013] In the game, any one of the multiple computers is set as a specific computer, and the computer performs calculations based on its own master data for predetermined events 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 results of the calculations to the specific computer, and if the computer is set as the specific computer, it obtains the results of the calculations performed by the other computers from the other computers and reflects them in the game content synchronized between the multiple computers, and the game content synchronization means may impose restrictions on reflecting the calculation results from a computer that is suspected of using the fraudulent 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 game program described above, and a computer that executes the program stored in the program storage unit. [Effects 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 explanation 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. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the game system according to this embodiment. [Figure 3] FIG. 3 is a diagram showing data exchange related to cheating detection processing between four synchronized game devices in this embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0017] [Embodiment] A game program and a game system according to an embodiment of the present invention will be described below 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 one embodiment of the present invention is applied. Game system 1 includes a game device 2 configured as a computer device and a server 3, which are communicatively connected to each other via a communication network NW such as the Internet or a LAN (Local Area Network). Game device 2 includes a processor such as a CPU (Central Processing Unit) 10 that controls its operation. 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 CPU 10 via a bus 11.
[0019] The game device 2 is configured so that the 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 up the game device 2. The RAM 16 is made up of a DRAM or an SRAM, and reads and temporarily stores the game program 30a to be executed by the CPU 10, game data 30b required for the execution, etc., according to the game play situation.
[0021] Furthermore, the CPU 10 is connected to a graphics processing unit 17 , an audio synthesis unit 20 , and a network interface 25 via a bus 11 .
[0022] Of these, the graphics processing unit 17 draws game images including the virtual game space, characters, etc. in accordance with instructions from the CPU 10. A monitor 19 built into the game device 2 is connected to the graphics processing unit 17 via a video conversion unit 18, and the game images drawn by the graphics processing unit 17 are converted into a video format by the video conversion unit 18 and displayed on the monitor 19.
[0023] The audio synthesis unit 20 plays and synthesizes digital game sounds in accordance with instructions from the CPU 10. An external speaker 22 is also connected to the audio synthesis unit 20 via an audio conversion unit 21. Therefore, the game sounds played 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, the corresponding operation input is performed.
[0025] On the other hand, the server 3 is equipped with a processor such as a high-performance CPU 40 that controls its operation, and this CPU 40 is connected to a storage device 42, a ROM 43, a RAM 44 and a network interface 45 via a high-speed bus 41.
[0026] The ROM 43 of the server 3 is a semiconductor memory such as a mask ROM or PROM, and stores basic programs for realizing the 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 configured from a DRAM or an SRAM, and temporarily stores programs to be executed by the CPU 40 and data required for the execution of the programs, 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 manages data such as stamina values (described later) on the server 3 (on the web), as well as virtual currency, owned characters, and character award lottery (gacha) execution.
[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 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 the monitor 19 and speaker 22, 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 the data 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 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 relating to the game progress of this account and progresses the game on the game device 2. The game device 2 also transmits data relating 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, such as when an item is consumed or a game task is completed). In this way, in the game system of 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 a plurality of characters as a player character and controls the player character to fight enemy characters in a virtual space. This game is also a multiplayer 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 through 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 a game system according to the present embodiment. Game device 2, which constitutes 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 graphics processing unit 17, an audio synthesis unit 20, etc. 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 game system 1, which is configured by the control units 5a of game device 2 and 5b of server 3 working together, executes game programs 30a and 42a, thereby controlling each processor to perform functions such as data acquisition means 51, data comparison means 52, signal transmission means 53, cheating estimation means 54, game content synchronization means 55, matching means 56, and game execution means 57.
[0038] Among these, the matching means 56 performs matching to synchronize multiple computers (game devices 2) operated by multiple users. The game execution means 57 executes a predetermined game synchronized between the matched multiple game devices 2. The game content synchronization means 55 synchronizes the game content between the multiple game devices 2.
[0039] For example, the game execution means 57 places player characters operated by each user in a common virtual space and causes the player characters to act within the virtual space based on operation inputs from the users, 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 as the player characters move, and generates a two-dimensional or three-dimensional virtual game space.
[0040] Furthermore, the game execution means 57 generates each object that operates within the virtual space. The game execution means 57 also positions a virtual camera based on the position of the player character. Two-dimensional images captured by the virtual camera positioned in the virtual space are displayed on the monitor 19 as game progress images. The game execution means 57 controls the operations of the player character and the virtual camera in accordance with operation inputs by the user to the operation input unit 12 or the progress of the game, thereby progressing through the game tasks during the game. Furthermore, the game execution means 57 controls the operations 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 that is synchronously executed by a plurality of game devices 2, master data stored in the other game devices 2. The master data is game data that does not change depending on the state of the game.
[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 and the own master data differ.
[0043] When the master data of another person and the player's own master data are different, the fraud estimation means 54 estimates which of the plurality of game devices 2 has the master data stored therein as fraudulent data.
[0044] [Fraud detection processing] The cheating detection process in this embodiment will now be described. 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 the four game devices 2 operated by the 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 specified 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 specified 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 specified computer operate as guest computers.
[0047] Before starting a game, each user's game device 2A to 2D has master data 30m stored as game data in advance. In the example of Fig. 3, the master data stored in the first game device 2A is referred to as first master data ma, the master data stored in the second game device 2B is referred to as second master data mb, the master data stored in the third game device 2C is referred to as third master data mc, and the master data stored in the fourth game device 2D is referred to as 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 include data related to weapons equipped by the player character. In this case, the master data ma to md include the weapon name, type of attribute, attack power, and special effect (presence or absence), etc. Therefore, the master data ma to md include numerical values, character strings, types, and correspondences with other parameters. The master data ma to md is game data referenced by the game devices 2A to 2D operated by each user during the game of that user, and when multiple game devices 2A to 2D are synchronized, the master data ma to md is treated as the same data among the synchronized multiple game devices 2A to 2D in each game device 2A to 2D. Except for updates to 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, the 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, the master data 30m, 42m may also include, for example, the initial value of the defensive power of armor, and the initial values of the stamina, attack power, defensive power, etc. of enemy characters.
[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 game device 2A to 2D performs calculation processing based on its own master data ma to md in response to a predetermined event during a game that is synchronously executed by the multiple game devices 2A to 2D. In the following, an attack by a player character against an enemy character is taken as an example of the predetermined event.
[0051] The first game device 2A operated by the first user controls the movement of the first player character operated by the first user and calculates the damage the first player character will inflict on enemy characters, etc. The second game device 2B operated by the second user controls the movement of the second player character operated by the second user and calculates the damage the second player character will inflict on enemy characters, etc.
[0052] For example, when the first user attacks an enemy character with weapon A and hits it, 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 defensive power of the enemy character, the combination of the attributes of weapon A and the enemy character, and 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 an enemy character.
[0053] The results of the calculations performed by each of the game devices 2A to 2D are collected in the first game device 2A, which is the host computer, and shared among the four synchronized game devices 2A to 2D. That is, if the game content synchronization means 55's own computer is a guest computer that has not been set as a host computer (specific computer), it transmits the results of the calculations to the host computer, and if the game content synchronization means 55's own computer is set as a host computer, it obtains the results of the calculations performed by the guest computer from the guest computer and reflects them in the game content synchronized among the plurality of game devices 2A to 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 to 2D and the data calculated by the first game device 2A, such as the damage inflicted by the first player character on an enemy character, in the game content, and transmits the results (for example, the remaining vitality of an enemy character) to each of the game devices 2B to 2D to share them among the multiple game devices 2A to 2D.
[0055] In this way, each game device 2A-2D executes in-game arithmetic processing using the master data ma-md stored therein. Therefore, in order to properly execute the game, it is necessary that the master data ma-md be the same among the synchronized game devices 2A-2D. For example, if the attack power of weapon A is 100, but the attack power of weapon A is 1000 only in the third master data mc stored in the third game device 2C, when a player character operated on the third game device 2C hits an enemy character with weapon A, the damage inflicted will be 10 times greater than when a player character operated on another game device 2A, 2B, or 2D hits the enemy character with the same weapon A. Thus, tampering with the master data 30m in one's own game device 2 may result in cheating in the game.
[0056] Therefore, in this embodiment, the master data ma to md are compared among the plurality of synchronized game devices 2A to 2D. The master data ma to md are compared among the plurality of synchronized game devices 2A to 2D. Therefore, the control unit 5a of each of the plurality of synchronized game devices 2A to 2D functions 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 plurality of game devices 2A to 2D are synchronized and before the game starts.
[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 players with their own master data ma pre-stored in the first game device 2A. If the master data mb to md of the other players 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 players is 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 similar master data comparison. 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 players with its own master data mb pre-stored in the second game device 2B. If any of the master data ma, mc, and md of the other players differs from its own master data mb, the data comparison means 52 determines that there is a possibility of fraudulent activity through tampering with the master data 30m. In the above example, it is determined that its own master data mb differs from the third master data mc, and that its own master data mb is the same as the first master data ma and the fourth master data md.
[0061] Furthermore, 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 players with its own master data mc pre-stored in the third game device 2C. If any of the master data ma, mb, and md of the other players differs from its own master data mc, the data comparison means 52 determines that there is a possibility of fraudulent activity through tampering with the master data 30m. In the above example, it is determined that its own master data mc and the other players' master data ma, mb, and md differ from each other.
[0062] The signal transmitting means 53 of each of the game devices 2A-2D generates a predetermined report signal when its own master data differs from the master data of the other devices. 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 its own master data mb differs from the third master data mc. 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 its own master data mc differs from the master data ma, mb, and md of the other devices. Furthermore, the signal transmitting means 53 of the fourth game device 2D generates a report signal Sr4 including information for identifying the third game device 2C because its own master data md differs from the third master data mc.
[0063] The report signal includes information for identifying differences between the user's own 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 this to the server 3. In 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 fraud 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 differs from the master data ma, mb, and md stored in the game devices 2A, 2B, and 2D.
[0066] The fraud estimation means 54 of the server 3 can also estimate which of the plurality of game devices 2A to 2D stores the master data ma to md that is fraudulent, based on the received report signal Sr1. For example, the fraud estimation means 54 communicates with each of the game devices 2A to 2D at a predetermined timing and acquires the master data ma to md of each of the game devices 2A to 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 deduction means 54 compares the acquired master data ma to md with the server master data 42m. If any of the acquired master data ma to md is different from the server master data 42m, the fraud deduction means 54 deduces that fraud has occurred in the game device 2 corresponding to the master data (the computer in which the fraudulent data has been stored is deduced to be a fraudulent computer). The fraud deduction means 54 can also notify the administrator of such an inference result.
[0068] [Effects of the invention] To summarize 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, 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 that acquires game data (hereinafter, master data 30m) that does not change depending on the game situation and is stored in the other computers, at predetermined times during a game in which the plurality of computers (game devices 2A-2D) are synchronously executed; data comparison means 52 that compares the master data of other computers acquired from the other computers with one's own master data pre-stored in one's own computer; and signal transmission means 53 that transmits a predetermined report signal Sr1 to the server 3 when the master data of other users differs from one's own master data.
[0069] According to the game program of this embodiment, when multiple computers (game devices 2A-2D) operated by multiple users are synchronized, the master data 30m (ma-md) stored in each computer is compared to determine whether the master data differs from each other. If the comparison results in a difference between the master data of another company and the computer's own master data, a predetermined report signal Sr1 is transmitted to the server 3. This makes it possible to detect tampering with master data that should be identical among multiple synchronized computers. In this way, cheating can be detected easily and inexpensively in a multiplayer game by simply comparing data between multiple computers, without the need for a special detection program.
[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 the combination of computers determined to have different master data among multiple synchronized computers, thereby facilitating the identification of computers whose master data has been tampered with.
[0071] Furthermore, according to this embodiment, the report signal Sr1 includes information for identifying differences between the master data of another party and the master data of the user. This makes it possible to identify the parts of the master data that have been tampered with, and therefore future countermeasures against tampering can be focused on those parts.
[0072] Furthermore, according to this embodiment, the comparison results of each of the synchronized computers with other computers are aggregated in a specific computer (host computer). This makes it easy to identify the computer among the multiple computers in which master data has been tampered with. Furthermore, the amount of communication between the computer (game device 2) and the server 3 can be reduced.
[0073] [Other embodiments] Although the embodiments of the present invention have been described above, the present invention is not limited to the above-described embodiments, and various improvements, changes, and modifications are possible within the scope of the spirit of the present invention.
[0074] For example, in the above embodiment, the predetermined timing at which each of the game devices 2A to 2D acquires other master data and compares it with its own master data is the timing 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 also be performed at multiple times during the game.
[0075] Furthermore, in the above embodiment, an example has been given in which game devices 2B to 2D, which are guest computers, transmit report signals Sr2 to Sr4 to game device 2A, which is a host computer (specific computer), and game device 2A, which is the host computer, transmits to server 3 a report signal Sr1 that includes the contents of the report signals Sr2 to Sr4 from game devices 2B to 2D, which are guest computers, and the comparison result from game device 2A, which is the host computer; however, each of game devices 2A to 2D may transmit report signals Sr1 to Sr4 to server 3 based on the comparison result from each of a plurality of synchronized game devices 2A to 2D.
[0076] Furthermore, in the above embodiment, an example has been given in which the game device 2A transmits a report signal Sr1 to the server 3 when its own master data differs from the master data of another person. However, in addition to transmitting the report signal Sr1, each game device 2A-2D may notify the user of that 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 associated reward or the like may be invalid. Note that the user to be notified may also 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 in question and analyze whether there are any abnormalities 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] Furthermore, in the above embodiment, an example has been given of a mode in which a cheating computer that is performing arithmetic processing using cheating data in the server 3 is inferred, but a mode in which a cheating computer is inferred is not necessary. Furthermore, a cheating computer may be inferred on the side of the multiple synchronized game devices 2A to 2D. That is, the cheating inferring means 54 may be configured as a function of the multiple synchronized game devices 2A to 2D.
[0079] For example, if the synchronized computers are 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 with the largest number of computers whose master data matches each other among the three or more computers as the correct data, and may estimate the master data in the remaining computers as the fraudulent data.
[0080] 3, the cheating estimation means 54 of the first game device 2A obtains the comparison results of the master data from the other game devices 2B to 2D. The cheating estimation means 54 obtains from the second game device 2B that the third master data mc is different (possibly cheating data), obtains 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 obtains from the fourth game device 2D that the third master data mc is different. The first game device 2A itself has the comparison results that indicate that the third master data mc is different.
[0081] Since the acquired information on the comparison results shows that the first master data ma, the second master data mb, and the fourth master data md match each other, 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, which are the computers with the largest number of computers whose master data 30m match each other, are proper data, and estimates that the remaining master data mc of the third game device 2C is 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 identifying the computer (third game device 2C) that is presumed to be using fraudulent data as the master data 30m.
[0083] In this way, by having the computer operated by the user estimate which of the multiple synchronized computers has had its master data tampered with, it is possible to quickly estimate fraud without communicating with the server 3. Furthermore, by estimating that the master data of the computer with the largest number of computers among the multiple synchronized computers that have matching master data is the correct data (i.e., by estimating the correct data by majority vote), it is possible to make a simple and highly accurate estimation.
[0084] Furthermore, when different master data exists among the master data ma to md among the synchronized game devices 2A to 2D, in addition to each of the game devices 2A to 2D transmitting report signals Sr1 to Sr4, the game content synchronization means 55 may also impose restrictions on reflecting, in the game content, the calculation results from a game device that is suspected of using fraudulent data as master data. For example, when the fraud estimation means 54 estimates that the third master data mc stored in the third game device 2C is fraudulent data, the game content synchronization means 55 does not share (ignores) within the synchronized game at least a portion 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 result related to the attack with weapon A (for example, 800 damage inflicted on the enemy character) will be ignored. On the other hand, the calculation processing results related to the attack with weapon B, which is 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 master data mc partially including invalid data is stored. Also, the game content synchronization means 55 may make the numerical values of the arithmetic processing results using invalid data extremely small, or may correct them using master data (valid master data) stored in the host computer or the server 3.
[0087] In this way, by imposing restrictions on a computer that performs calculations using fraudulent data during a game in which the fraudulent data is used, it is possible to prevent a cheating user from gaining an advantage in the game through cheating, while allowing multiple users to continue playing the game in a synchronized state. Note that such restrictions may be executed based on a restriction signal from the server 3, or, for example, in a case where the cheating estimation means 54 of the first game device 2A, which is the host computer, estimates a cheating computer, the game content synchronization means 55 of the first game device 2A may execute the restriction process based on the estimation result of the cheating estimation means 54.
[0088] Furthermore, 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. However, 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 player character's action, such as object placement (e.g., placing a treasure chest) or effects obtained in response to the player character's action on an object (e.g., selection of an item that can be obtained by opening a treasure chest). Master data related to such predetermined events can be considered to be data content that may be tampered with (i.e., subject to fraudulent activity).
[0089] In the above embodiment, the host computer during P2P communication is set as the specific computer that aggregates the report signals Sr2 to Sr4, but the specific computer may be selected as appropriate from among the multiple synchronized computers, regardless of whether it is a host computer or not. Also, the specific computer may be set to two or more of the multiple synchronized computers.
[0090] Furthermore, in the above embodiment, an action game in which multiple computers synchronize to play cooperatively has been described as an example, but the present invention may also be applied to an action game in which multiple computers synchronize to play against each other. Furthermore, the games to which the above embodiment is applicable are not limited to action games, but may also be applied to various games such as role-playing games, simulation games, puzzle games, racing games, etc.
[0091] Furthermore, 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] The game device 2 may also be equipped with a disk drive, a memory card slot, or an HDD. 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. Furthermore, the above-described embodiment, other embodiments, and other embodiments can be combined as appropriate.
[0094] [Disclosure Summary] Each of the following sections discloses a preferred embodiment.
[0095] [Item 1] 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, and a server communicably connected to the plurality of computers via a communication network, the game program comprising: The computer data acquisition means for acquiring game data (hereinafter referred to as master data) that does not change depending on the game situation stored in 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 computer pre-stored therein; and a game program that functions as a signal transmitting means that transmits a predetermined report signal to the server when the master data of the other person and the player's own master data differ.
[0096] [Item 2] The game program described in item 1, wherein the signal sending means includes information in the report signal for identifying the other computer in which the other person's master data is stored if the other person's master data is different from the player's own master data.
[0097] [Item 3] 3. The game program according to item 1 or 2, wherein the signal sending means 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 when the master data of the other person differs from 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 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, wherein, when the user's 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 user's own master data and the other person's master data in the user's own computer is generated and transmitted to the server.
[0099] [Item 5] The computer functioning as fraud estimation means for estimating which of the plurality of computers has the master data stored therein as fraudulent data when the master data of the other person and the master data of the user are different; 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 suspected of using the fraudulent data as the master data.
[0100] [Item 6] the plurality of computers is three or more computers, Item 6. The game program according to item 5, wherein the fraud estimation means acquires the comparison results of the master data in the other computers, estimates the master data in the computer among the three or more computers that has the largest number of computers whose master data matches each other as the correct data, and estimates the master data in the remaining computers as 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 synchronization means for performing a calculation process based on the own master data in response to a predetermined event during a game that is synchronously executed by the plurality of computers, and transmitting the result of the calculation process to the specified computer if the own computer is not set as the specified computer, and obtaining the result of the calculation process performed by the other computer from the other computer if the own computer is set as the specified computer, and reflecting the result in the game content synchronized between the plurality of computers; 7. A game program according to item 5 or 6, wherein the game content synchronization means imposes restrictions on reflecting the calculation results from a computer that is suspected of 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 for inferring fraud 55 Game content synchronization method
Claims
1. A game system including a plurality of computers operated by a plurality of users, and a server communicably connected to the plurality of computers via a communication network, the game system comprising: a game program for controlling at least one of the plurality of computers, the game program comprising: The computer data acquisition means for acquiring game data (hereinafter referred to as master data) that does not change depending on the game situation stored in 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 computer pre-stored therein; and a game program that functions as a signal transmitting means that transmits a predetermined report signal to the server when the master data of the other person and the player's own master data differ.
2. 2. The game program according to claim 1, wherein the signal transmitting means includes, in the report signal, information for identifying the other computer in which the master data of the other person is stored, when the master data of the other person is different from the master data of the player's own.
3. 3. The game program according to claim 1, wherein the signal transmitting means includes, in the report signal, information for identifying the differences between the master data of the other person and the master data of the player's own when the master data of the other person differs from the player's own master data.
4. In the game, any one of the plurality of computers is set as a specific computer; The signal transmitting means If the own computer is not set as the specific computer, transmitting the report signal to the specific computer; 3. A game program as described in claim 1 or 2, wherein, when the user's 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 user's own master data and the other person's master data in the user's own computer is generated and transmitted to the server.
5. The computer functioning as fraud estimation means for estimating which of the plurality of computers has the master data stored therein as fraudulent data when the master data of the other person and the master data of the user are different; the plurality of computers is three or more computers, the fraud estimation means acquires 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 as the proper data, and estimates the master data in the remaining computers as the fraudulent data; 3. The game program according to claim 1, wherein said signal transmitting means includes in said report signal information for identifying the computer that is suspected of using said fraudulent data as said master data.
6. In the game, any one of the three or more computers is set as a specific computer; The computer a game content synchronization means for performing a calculation process based on the own master data in response to a predetermined event during a game that is being synchronously executed by the three or more computers, and transmitting the result of the calculation process to the specific computer if the own computer is not set as the specific computer, and obtaining the result of the calculation process performed by the other computer from the other computer if the own computer is set as the specific computer, and reflecting the result in the game content synchronized between the three or more computers; 6. The game program according to claim 5, wherein the game content synchronization means imposes restrictions on reflecting, in the game content, calculation results from a computer that is presumed to be using the fraudulent data as the master data.
7. 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.
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