Content Authentication System
The content authentication system ensures all segments of digital content authenticate successfully to prevent unauthorized use and tampering, using decentralized and dynamically changing methods to create a robust anti-fraud mechanism.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-10-20
- Publication Date
- 2026-03-30
AI Technical Summary
Conventional DRM technologies rely on single keys or licenses, making it difficult to prevent unauthorized use, copying, and content tampering once the defense is breached.
A content authentication system that performs mutual authentication between divided data segments of digital content and overall authentication with the main content, allowing launch only if all segments pass authentication, and denying launch if any segment fails, with dynamically changing authentication methods to deter unauthorized use.
Prevents unauthorized use, tampering, and copying of digital content by ensuring all segments authenticate successfully, with decentralized and dynamically changing authentication methods creating a robust anti-fraud mechanism.
Smart Images

Figure 0007837131000001_ABST
Abstract
Description
Technical Field
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[0001] The present invention relates to a technology for preventing unauthorized use of digital content, and particularly to a content authentication system for various digital contents such as game programs, music data, video data, e-book data, or application programs.
Background Art
[0002] In recent years, the digitalization of content distribution has been accelerating. Along with this, protection technologies for preventing unauthorized use and unauthorized copying of digital content have been demanded. Particularly in the entertainment field such as game programs or music data, the distribution form via the Internet has become the mainstream, and a strong and flexible authentication method has been demanded from the viewpoints of protecting the rights of legitimate users and ensuring the profits of content providers. <However, conventional DRM technologies often rely on a single key, license, or authentication information, and once this defense is breached, it becomes difficult to prevent subsequent copying, use, or content tampering. Thus, conventional simple license server authentication or single-key reliance methods do not provide sufficient deterrent effect.
[0006] One aspect of the present invention aims to prevent the unauthorized use of digital content. [Means for solving the problem]
[0007] To solve the above problems, a content authentication system according to one aspect of the present invention is a content authentication system for authenticating predetermined digital content, comprising: a mutual authentication instruction unit that, upon receiving a request from a user to launch the digital content, instructs each divided data of the digital content to perform mutual authentication with each other; and an overall authentication unit that determines that the combination of the digital content and each divided data is legitimate when all signals output from each divided data are normal signals indicating successful mutual authentication, and permits the launch of the digital content, while determining that the combination of the digital content and each divided data is not legitimate when at least one signal output from each divided data is an error signal indicating a failure of mutual authentication, and denies the launch of the digital content. [Effects of the Invention]
[0008] According to one aspect of the present invention, it is possible to prevent the unauthorized use of digital content. [Brief explanation of the drawing]
[0009] [Figure 1] This figure shows an example of an overview of a content authentication system according to the embodiments of this disclosure. [Figure 2] This is a block diagram showing an example of the functional configuration of an authentication verification device according to an embodiment of this disclosure. [Figure 3] This diagram illustrates the flow of processing performed by the authentication verification device according to the embodiment of this disclosure. [Modes for carrying out the invention]
[0010] Embodiments of the present invention will be described in detail below with reference to the drawings. In the drawings, identical or substantially identical components are denoted by the same reference numerals and will not be repeated in the description.
[0011] <Overview of Content Authentication System 100> Figure 1 shows an example of the overview of the content authentication system 100 according to this embodiment. In this embodiment, the content authentication system 100 is described as a system for managing the legitimate use of various digital content, particularly game programs, but is not limited to this. Digital content includes not only game programs, but also music data, video data, e-book data, and application programs. Therefore, the content authentication system 100 according to this embodiment can be applied to managing the legitimate use of various digital content, such as music data, video data, e-book data, and application programs, in addition to game programs.
[0012] As shown in Figure 1, the content authentication system 100 consists of a game console 2 operated by user 1, a game software main body 3 supplied to the game console 2, and DLC (Downloadable Content) 4A, 4B, 4C, ...
[0013] The game software itself 3 is, for example, the game program itself stored on a physical medium, and may be provided on an optical disc (DVD disc, Blu-ray disc, etc.). Of course, the manner in which the game software itself 3 is provided is not limited to this, and it may also be provided by being downloaded from a server via a communication network, or by being provided in a streaming distribution format. As another example, a program pre-installed on the game console, a game application used in a cloud environment, etc., may also be included in the game software itself 3 in this embodiment.
[0014] As shown in Figure 1, the game software itself 3 may include "main game data" and an "authentication module." "Main game data" refers to all data necessary to play the game and is not particularly limited, but may be defined as data including, for example, "game code," "asset data," and "library."
[0015] The game code itself is not particularly limited, but may include, for example, executable files (EXE, ELF, etc.), script code, etc.
[0016] Asset data is not particularly limited, but may include, for example, (1) graphic data such as textures, 3D models, and UI images; (2) sound data such as background music, sound effects, and voice data; and (3) scenario data, stage data, etc.
[0017] The libraries are not particularly limited, but may include, for example, graphics engine libraries such as DirectX, sound processing libraries, and so on.
[0018] The authentication module is responsible for "mutual authentication instructions to each DLC" and "overall authentication between each DLC and the main game software 3." Further details will be provided later.
[0019] Hereinafter, the "game software main body" according to the present embodiment may be referred to as an "authentication confirmation device" as a device having a function of performing authentication for starting the game. This authentication confirmation device is constituted by a computer-readable recording medium (such as the above-described DVD disk, Blu-ray disk, etc.) storing a program (the above-described "authentication module") for realizing the authentication process. However, it is not limited to this. As described above, the game software main body 3 may be downloaded from a server via a communication network as well as only as a physical medium.
[0020] Since the authentication confirmation device itself is a program or its recording medium in this way, in order to execute the program and perform the authentication process, an information processing device equipped with hardware resources such as a processor is separately required. In the present embodiment, such an information processing device is the game machine 2.
[0021] In the present embodiment, the "authentication confirmation device" can be classified into a "narrow sense authentication confirmation device" and a "broad sense authentication confirmation device". The "narrow sense authentication confirmation device" refers to the program or its recording medium itself (the game software main body 3 here), and the "broad sense authentication confirmation device" refers to the combination of the game machine 2 having a program execution environment and the program or its recording medium.
[0022] The game machine 2 includes a processor, a memory, a storage, a communication I / F, etc. The "processor" mentioned here is an example of the above-described hardware resources. When the game software main body 3 is set in the game machine 2, the processor reads out the program from the game software main body 3 and expands it in the memory, and executes the process according to the program. When the game software main body 3 is downloaded and provided from a server via a communication network, the processor reads out the program from the storage and expands it in the memory, and executes the process according to the program.
[0023] A processor is not limited to a specific type, but can be composed of, for example, a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit). Memory is a computer-readable storage medium, and can be composed of, for example, RAM (Random Access Memory). Storage is a computer-readable storage medium that permanently or long-term stores various data and programs. Such storage can be composed of, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive).
[0024] As explained above, "information processing by software is concretely realized using hardware resources" means, in light of this embodiment, that information processing by software (the program of the game software 3) is concretely realized using hardware resources (the processor of the game console 2).
[0025] DLC4A, 4B, 4C, etc. are subdivided data obtained by dividing and subdividing the "main game data" of the main game software 3 mentioned above, and are stored or distributed independently of the main game software 3. There is no particular limit to the number of divisions, but for example, it is around 10 to 20. In the following explanation, we will use 20 DLCs as an example.
[0026] DLC4A, 4B, 4C, ..., 4T may be provided on physical media or distributed from a server over a network.
[0027] The authentication in the content authentication system 100 according to this embodiment includes mutual authentication performed between each DLC and overall authentication between each DLC and the game software 3. The game is only permitted to start if all combinations show a valid authentication result. Therefore, the game cannot be played with the game software alone, or with DLCs 4A, 4B, 4C, ..., 4T alone. With this configuration, even if either one is illegally copied or modified, the game cannot be played, thus effectively deterring unauthorized use. A detailed explanation follows below.
[0028] <Functions of the Authentication Verification Device> Figure 2 is a block diagram showing an example of the functional configuration of an authentication verification device. The "authentication verification device" in Figure 2 corresponds to the "authentication verification device in a broad sense" described above. As shown in Figure 2, the authentication verification device comprises a mutual authentication instruction unit 31 and an overall authentication unit 32. That is, the processor of the game console 2 reads a program (for example, the authentication module described above) from the game software main body 3 and executes the program using memory as a working area, thereby functioning as the mutual authentication instruction unit 31 and the overall authentication unit 32. Note that the functions described as "~unit" here may be rephrased as "~step," "~procedure," or "~process."
[0029] <Mutual Authentication Instruction Unit 31> The mutual authentication instruction unit 31, triggered by a game launch request from user 1, instructs DLCs 4A, 4B, 4C, ..., 4T to perform mutual authentication with each other. The instruction method is not particularly limited, but for example, the mutual authentication instruction unit 31 may send an authentication start signal to each DLC. This authentication start signal may include, for example, communication protocol identification information, encryption parameters, timestamp information, and communication destination identifier. This prevents conflicts in the authentication order, synchronization errors, etc., between each DLC. The method of the "game launch request" is not particularly limited, but examples include inserting a game disc, connecting a cartridge or memory card. Other examples include selecting a game icon on the home screen or launcher, operating a launch button from the application menu, or issuing a game start command via voice input or gesture input.
[0030] Each DLC performs mutual authentication in accordance with instructions from the mutual authentication instruction unit 31. The authentication logic or matching pattern used in mutual authentication is not particularly limited and can be implemented by any known method, such as cryptographic key exchange, hash value matching, identifier matching, mutual transmission of authentication codes, challenge-response method, or response verification method using random numbers.
[0031] In this embodiment, the mutual authentication method can be changed periodically or at any time. Random number generation rules, key exchange algorithms, etc., can be dynamically updated or switched.
[0032] By dynamically changing the authentication method in this way, even if the existing authentication logic is analyzed, tampered with, or bypassed by a fraudulent user, the new authentication procedure will be immediately applied. As a result, the fraudulent user will have to re-analyze the system each time. Therefore, the time and cost required for analysis can be continuously increased, and as a result, a high deterrent effect against fraudulent activity can be maintained.
[0033] The triggers for changing the authentication method are not particularly limited and may be set in various ways, such as elapsed time, restart, game content update, command from an external server, request to re-execute user authentication, or update of the random number seed. Furthermore, the change in the authentication method may be performed automatically or by the game developer or game operator.
[0034] Furthermore, changing the authentication method, when combined with regular updates, can provide continuous re-protection at a low cost.
[0035] If mutual authentication is successful, the DLCs will autonomously connect to each other, and each connected DLC will output a normal signal to the authentication verification device indicating successful mutual authentication. On the other hand, if mutual authentication fails, the DLCs will not connect to each other, and each unconnected DLC will output an error signal to the authentication verification device indicating mutual authentication failure.
[0036] The concatenation method is not particularly limited, but for example, it may be a method of concatenating them as a single file in a predetermined order. Furthermore, the concatenation method, like the mutual authentication method described above, can be changed periodically or at any time.
[0037] <Overall Authentication Section 32> The overall authentication unit 32 performs overall authentication between each DLC and the game software main unit 3. In this embodiment, "overall authentication" means confirming whether the combination of each DLC and the game software main unit 3 is legitimate, and is performed based on the signals output from each DLC. "Overall authentication success" means that all signals output from each DLC are the normal signals described above. On the other hand, "overall authentication failure" means that at least one of the signals output from each DLC is the error signal described above.
[0038] If global authentication is successful, the global authentication unit 32 permits the game to start. This makes the game playable, and user 1 can play the game legitimately. On the other hand, if global authentication fails, the global authentication unit 32 does not permit the game to start, that is, it refuses to start the game. This prevents unauthorized execution, tampering, or use without a license by unauthorized users.
[0039] In other words, the overall authentication unit 32 performs overall authentication based on the signals (normal signals or error signals) output from each DLC, and controls the game's startup according to the authentication result.
[0040] Furthermore, user 1 may be notified of permission or denial. The manner of notification is not particularly limited, but for example, it may be done using the system log or the user interface. If permission is granted, a message such as "Authentication successful. The game will start." may be displayed. If denial is granted, an error message such as "Authentication failed. The game cannot be started." may be displayed.
[0041] <Processing flow> Next, with reference to Figure 3, the processing flow performed by the authentication verification device will be explained. In Figure 3, "authentication verification device" refers to the "authentication verification device in the broad sense" described above. Figure 3 is a diagram illustrating the processing flow performed by the mutual authentication instruction unit 31 and the overall authentication unit 32 of the authentication verification device.
[0042] <Processing (1): Received game launch request from user 1> The mutual authentication instruction unit 31 receives a game launch request from user 1. An example of the form of the "game launch request" has already been explained, so the explanation is omitted here. Note that in Figure 3, the process of receiving the game launch request from user 1 is omitted. The mutual authentication instruction unit 31, triggered by the game launch request from user 1, instructs DLCs 4A, 4B, 4C, ..., 4T to perform mutual authentication with each other.
[0043] <Process (2): Mutual Authentication Process> Each DLC performs mutual authentication with an adjacent DLC based on instructions from the mutual authentication instruction unit 31. An example of an "adjacent DLC" is that "DLC4A" is adjacent to "DLC4B" and "DLC4T". Therefore, DLC4A performs mutual authentication with DLC4B based on instructions from the mutual authentication instruction unit 31. DLC4A also performs mutual authentication with DLC4T based on instructions from the mutual authentication instruction unit 31. An example of the authentication logic or matching pattern used in mutual authentication has already been explained, so its explanation is omitted here.
[0044] <Processing (3): Concatenation Processing> As shown in Figure 3, when mutual authentication between DLCs is successful, the DLCs autonomously connect to each other. For example, if mutual authentication between DLC4A and DLC4B is successful, DLC4A will autonomously connect to DLC4B. As another example, if mutual authentication between DLC4A and DLC4T is successful, DLC4A will autonomously connect to DLC4T.
[0045] On the other hand, if mutual authentication fails due to some error, the DLCs will not be linked.
[0046] Each DLC reports the result of mutual authentication to the authentication verification device, regardless of whether mutual authentication is successful or unsuccessful, as shown in Figure 3. Specifically, if mutual authentication is successful, each DLC outputs a normal signal to the authentication verification device indicating successful mutual authentication. On the other hand, if mutual authentication fails, each DLC outputs an error signal to the authentication verification device indicating unsuccessful mutual authentication. The data structure of each DLC may be circular. If all adjacent DLCs successfully authenticate each other, an authentication ring is formed. The "overall authentication" described above may also mean confirming whether the combination of this authentication ring and the game software 3 is legitimate or not.
[0047] <Processing (4): Global Authentication Process> The global authentication unit 32 obtains mutual authentication result reports from each DLC, verifies the report contents, and performs global authentication. If global authentication is successful, that is, if all signals output from each DLC are normal signals, the process proceeds to "API authentication". On the other hand, if global authentication fails, that is, if at least one signal output from each DLC is an error signal, the global authentication unit 32 refuses to launch the game.
[0048] <Processing (5): API Authentication Process> This section describes the API authentication process. In this embodiment, "API authentication" refers to online authentication performed via an API (Application Programming Interface) provided by an external platform, and is used to verify the authenticity of the game program and the validity of the user account. Specific examples of external platforms include Steam API, PlayStation® Network, Xbox® Live and other game distribution services, cloud-based authentication servers, or content distribution platforms. However, these are merely examples, and other online authentication services, social authentication services, or configurations using proprietary API endpoints may also be used.
[0049] For API authentication, the system is configured such that the local side sends predetermined authentication request data (e.g., user identification information, purchase history information, device ID, encrypted token, etc.), and the server side verifies the authenticity of this data and the license status. If the server returns response data indicating successful authentication, the overall authentication unit 32 receives the response data and permits the game to start. This makes the game playable, and user 1 can play the game legitimately. On the other hand, if the online authentication process fails, the overall authentication unit 32 refuses to start the game. This prevents unauthorized execution, tampering, or use without a license by unauthorized users.
[0050] In this way, by using both local authentication (mutual authentication and global authentication as described above) included in the content authentication system 100 and online authentication using APIs provided by external platforms, a double check is achieved on both the local and server sides. As a result, even if one of the authentications is breached, the other will re-verify it, thus creating a robust anti-fraud mechanism overall.
[0051] API authentication is not necessarily required. For example, if the local authentication process by the authentication verification device is successfully completed, the authentication verification device may omit connecting to the external authentication service and allow the game to start based on that result. Furthermore, whether or not API authentication is applicable may be dynamically changed depending on the connection status of game console 2, the offline mode setting, or policies set by the game developer.
[0052] In this way, by using local authentication as a base and adding online authentication as needed, flexible operation that is independent of the communication environment becomes possible. Furthermore, in the event of an external authentication server failure, limited game execution can be permitted using local authentication, enabling continuous license management without compromising the user experience.
[0053] <Effects and Effects> As described above, the following effects and advantages can be obtained according to this embodiment.
[0054] The content authentication system 100 according to this embodiment includes: a mutual authentication instruction unit 31 that, upon receiving a request from user 1 to launch digital content, instructs each of the divided data (DLCs described above) of the digital content to perform mutual authentication with each other; and an overall authentication unit 32 that determines that the combination of the digital content and each divided data is legitimate when all signals output from each divided data are normal signals indicating successful mutual authentication, and permits the launch of the digital content, while determining that the combination of the digital content and each divided data is not legitimate when at least one of the signals output from each divided data is an error signal indicating a failure of mutual authentication, and rejects the launch of the digital content.
[0055] According to the above configuration, the content authentication system 100 is configured to perform a combination of "mutual authentication performed by each DLC" and "overall authentication between each DLC and the digital content itself".
[0056] This allows for simultaneous verification of the integrity and license validity of the entire digital content, in addition to verifying the internal authenticity between each segment of data that makes up the digital content (such as DLC4A, 4B, and 4C mentioned above). Note that if any part of the mutual authentication fails, the overall authentication will also fail.
[0057] The content authentication system 100 permits the launch of the digital content only if the authentication results are valid for all combinations. On the other hand, if any part is invalid, that is, if an invalid or inconsistent authentication result is detected for any part, the content authentication system 100 will implement control to refuse the launch of the digital content. This control makes it impossible to launch the digital content itself or the DLC independently or to perform unauthorized copying. User 1 can use the digital content normally only if all of the valid components have passed authentication.
[0058] With this configuration, the content authentication system 100 can effectively prevent unauthorized use of digital content, such as tampering, copying, cheating, or license circumvention.
[0059] Furthermore, if mutual authentication is successful, the segmented data will autonomously link together, and each linked segmented data will output a normal signal to the overall authentication unit 32. On the other hand, if mutual authentication fails, the segmented data will not link together, and each unlinked segmented data will output an error signal to the overall authentication unit 32.
[0060] According to the above configuration, the authentication structure in the content authentication system 100 is decentralized, and each element is controlled interconnectedly. Therefore, even if it is partially tampered with by malicious tools or cracking programs, the complex dependencies and the highly reproducible key generation structure make overall decryption and analysis extremely difficult.
[0061] Furthermore, at least one of the authentication logic, matching patterns, or linking methods used in mutual authentication may be changed periodically or at any time.
[0062] According to the above configuration, since the mutual authentication algorithm or linking control logic can be changed periodically or irregularly, it is possible to continuously increase the analysis costs for the fraudulent user.
[0063] Conventional protection methods meant "once breached, it's over," but this embodiment allows for a shift to a structure where "even if breached, it is immediately disabled."
[0064] Furthermore, in addition to mutual authentication performed locally between segmented data and authentication performed by the overall authentication unit 32, the content authentication system 100 may also authenticate digital content on both the local and server sides using an authentication service from an external platform.
[0065] According to the above configuration, multi-layered digital content protection can be achieved by using local authentication in combination with online authentication using APIs provided by external platforms. As a result, even if one of the authentication methods is breached, the other method will re-verify the authentication, thus creating a robust anti-fraud mechanism overall.
[0066] Furthermore, digital content includes at least one of the following: game programs, music data, video data, ebook data, or application programs.
[0067] The content authentication system 100 according to this embodiment contributes to preventing the misuse of not only the aforementioned game programs but also a variety of other digital content. It can also be applied to cheat detection and legitimacy verification.
[0068] Furthermore, when applying the aforementioned "broadly defined authentication and verification device" to music data, the "broadly defined authentication and verification device" refers to a combination of a terminal capable of playing the music and the music data itself. The music data may be stored on the terminal or provided from a server via a network such as the Internet. The terminal is not particularly limited, but examples include smartphones, tablet devices, personal computers, wearable devices such as smartwatches or smart glasses, portable audio players, smart speakers, or in-vehicle equipment such as car navigation systems.
[0069] Furthermore, when the aforementioned "broadly defined authentication and verification device" is applied to video data, it refers to a combination of a terminal capable of playing the video and the video data itself. The video data may be stored on the terminal or provided from a server via a network such as the internet. The category of video is not particularly limited, but examples include movies, dramas, anime, variety shows, or sports. The terminals capable of playing these videos are not particularly limited, but examples include smartphones, tablet devices, personal computers, televisions (including smart TVs), or in-vehicle devices such as car navigation systems.
[0070] Furthermore, when the aforementioned "broadly defined authentication verification device" is applied to e-book data, it refers to the combination of a device capable of displaying the e-book and the e-book data itself. The e-book data may be stored on the device or provided from a server via a network such as the internet. The categories of e-books are not particularly limited, but examples include novels, essays, poetry collections, plays, comics, practical books, specialized books, photo books, magazines, picture books, or children's books. The devices capable of displaying these e-books are not particularly limited, but examples include smartphones, tablet devices, personal computers, or dedicated e-book readers.
[0071] Furthermore, when the aforementioned "broadly defined authentication verification device" is applied to an application program, it refers to a combination of a terminal on which the application can be installed and the application program itself. The application program may be stored on the terminal or provided from a server via a network such as the internet. The category of applications is not particularly limited, but examples include messaging apps, chat apps, SNS (Social Networking Service), news apps, official apps of government or local authorities, shopping apps, map apps, educational apps, task management apps, health management apps, camera apps, or payment apps. The terminals on which these applications can be installed are not particularly limited, but examples include smartphones, tablet devices, personal computers, or smart home appliances.
[0072] [Other Embodiments]
[0073] If the digital content is a game program, at least one of the authentication logic, matching pattern, or linking method used in mutual authentication may be variably configured according to the scale of the game title, the development resources, or both.
[0074] The term "game title scale" here may include, for example, the complexity of the data structure to be processed, the number of stages, the presence or absence of online elements, or the number of network participants. Furthermore, "development resources" refer to the security budget, development period, number of personnel, or available authentication libraries allocated during game production. Based on these factors, mutual authentication methods can be designed in a phased or selective manner.
[0075] For example, in relatively small-scale, locally-executed games, a lightweight hash matching scheme or a simple key exchange method may be used. On the other hand, in large-scale online games or cloud-connected titles, a multi-stage encrypted authentication, device authentication using a public key infrastructure (PKI), or a distributed proof scheme may be used. Furthermore, depending on resource constraints, sequential linking, asynchronous link generation, or modular reorganization-type code linking processing can be adopted for the linking method.
[0076] The above configuration allows for flexible optimization of the authentication structure according to the characteristics of the game title, development scale, and development resource status, thereby improving the overall design flexibility of the system. This makes it easier to adjust the level of protection in stages according to security requirements, enabling efficient prevention of misuse while suppressing excessive resource consumption.
[0077] [Examples of implementation using software] The function of the authentication verification device (hereinafter referred to as "the device") is a program for implementing the device using a computer, and can be implemented by a program for causing the computer to operate each control block of the device (particularly the mutual authentication instruction unit 31 and the overall authentication unit 32). This program can also be described as a program that causes the computer to execute each step (which can also be rephrased as "each process," "each procedure," "each stage," etc.) included in the authentication method described in the above embodiment.
[0078] When each function is implemented by program, the above-mentioned device may be provided with a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., memory) as hardware for executing the above-mentioned program. By executing the above-mentioned program using this control device and storage device, each function described in each of the above embodiments is realized.
[0079] The above program may be recorded on one or more computer-readable recording media, not temporary ones. These recording media may or may not be provided by the above device. In the latter case, the program may be supplied to the above device via any wired or wireless transmission medium.
[0080] Furthermore, some or all of the functions of each of the above control blocks can also be implemented by logic circuits. For example, an integrated circuit in which logic circuits functioning as each of the above control blocks are formed is also included in the scope of this disclosure. In addition, it is also possible to implement the functions of each of the above control blocks by, for example, a quantum computer.
[0081] Furthermore, each process described in the above embodiments may be performed by AI (Artificial Intelligence). In this case, the AI may operate on the control device described above, or it may operate on other devices (for example, an edge computer or a cloud server).
[0082] The present invention is not limited to the embodiments described above, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of this disclosure. Furthermore, new technical features can be formed by combining the technical means disclosed in each embodiment.
[0083] [Additional Notes] Furthermore, this disclosure can also be expressed as follows:
[0084] A content authentication system according to Embodiment 1 of this disclosure is a content authentication system for authenticating predetermined digital content, comprising: a mutual authentication instruction unit that, upon receiving a request from a user to launch the digital content, instructs each divided data of the digital content to perform mutual authentication with each other; and an overall authentication unit that determines that the combination of the digital content and each divided data is legitimate when all signals output from each divided data are normal signals indicating successful mutual authentication, and permits the launch of the digital content, while determining that the combination of the digital content and each divided data is not legitimate when at least one signal output from each divided data is an error signal indicating a failure of mutual authentication, and denies the launch of the digital content.
[0085] In the content authentication system according to aspect 2 of this disclosure, in aspect 1 described above, if mutual authentication is successful, the divided data will autonomously link together, and each linked divided data will output the normal signal to the overall authentication unit. On the other hand, if mutual authentication fails, the divided data will not link together, and each unlinked divided data will output the error signal to the overall authentication unit.
[0086] In the content authentication system according to aspect 3 of this disclosure, at least one of the authentication logic, matching pattern, or linking method used in the mutual authentication may be changed periodically or at any time.
[0087] The content authentication system according to aspect 4 of this disclosure may, in any of aspects 1 to 3 above, authenticate the digital content on both the local side and the server side using an authentication service of an external platform, in addition to the mutual authentication performed locally between the segmented data and the authentication performed by the overall authentication unit.
[0088] In any of the above embodiments 1 to 4, the content authentication system relating to aspect 5 of this disclosure may include at least one of the following digital content: a game program, music data, video data, ebook data, or application program.
[0089] The content authentication system according to aspect 6 of this disclosure, in any of aspects 1 to 5 above, wherein the digital content is a game program, and at least one of the authentication logic, matching pattern, or linking method used in the mutual authentication may be set according to the scale of the game title, the development resources, or both. [Explanation of Symbols]
[0090] 100 Content Authentication Systems 1 user 2 game consoles 3. Game software 4A,4B,4C,...,4T DLC (divided data) 31 Mutual Authentication Instruction Unit 32 Overall Authentication Department
Claims
1. A content authentication system for authenticating specified digital content, When a user requests to launch the aforementioned digital content, a mutual authentication instruction unit instructs each of the divided data sets of the digital content to perform mutual authentication with each other. The overall authentication unit determines that the combination of the digital content and each segmented data is legitimate when all signals output from each segmented data are normal signals indicating successful mutual authentication, and permits the activation of the digital content. On the other hand, if at least one signal output from each segmented data is an error signal indicating a failure of mutual authentication, it determines that the combination of the digital content and each segmented data is not legitimate, and rejects the activation of the digital content. A content authentication system equipped with the following features.
2. If the mutual authentication is successful, the segmented data will autonomously concatenate, and each concatenated segmented data will output the normal signal to the overall authentication unit, If the aforementioned mutual authentication fails, the segmented data will not be concatenated, and each segmented data that was not concatenated will output the error signal to the overall authentication unit. The content authentication system according to claim 1.
3. At least one of the authentication logic, matching pattern, or linking method used in the aforementioned mutual authentication may be changed periodically or at any time. The content authentication system according to claim 1.
4. In addition to mutual authentication performed locally between the segmented data and authentication performed by the overall authentication unit, the digital content is authenticated on both the local and server sides using an authentication service from an external platform. The content authentication system according to claim 1.
5. The aforementioned digital content includes at least one of the following: a game program, music data, video data, ebook data, or application program. A content authentication system according to any one of claims 1 to 4.
6. The aforementioned digital content is a game program, At least one of the authentication logic, matching pattern, or linking method used in the aforementioned mutual authentication is set according to the scale of the game title, the development resources, or both. The content authentication system according to claim 1.
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