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128 results about "Game client" patented technology

A Game client is a network client that connects an individual user to the main game server, used mainly in multiplayer video games. It collects data such as score, player status, position and movement from a single player and send it to the game server, which allows the server to collect each individual's data and show every player in game, whether it is an arena game on a smaller scale or a massive game with thousands of players on the same map. Even though the game server displays each player's information for every player in a game, players still have their own unique perspective from the information collected by the game client, so that every player's perspective of the game is different, even though the world for every player is the same. The game client also allows the information sharing among users. An example would be item exchange in many MMORPG games where a player exchange an item he/she doesn't want for an item he/she wants, the game clients interconnect with each other and allows the sharing of information, in this exchanging items. Since many games requires a centralized space for players to gather and a way for users to exchange their information, many game clients are a hybrid of client-server and peer-to-peer application structures.

Game acceleration method, game accelerator and storage medium

The invention relates to the technical field of computers, and provides a game acceleration method, a game accelerator and a storage medium. The method comprises the following steps: in response to a game acceleration request initiated by a game client for an external service game, sending a network state detection packet set to an acceleration node group according to a preset detection period, and receiving a network state data packet set fed back by the acceleration node group; determining a current cycle packet loss rate and a next cycle packet loss rate corresponding to each acceleration node based on the network state detection packet set and the network state data packet set; determining a target transmission path and a target transmission mode based on the packet loss rate of the current period and the packet loss rate of the next period; and transmitting the original game data packet to a target game server through the target transmission path and the target transmission mode to complete game acceleration. According to the method, the network delay and the packet loss rate when the game user plays the outer clothing game can be effectively reduced, so that the game experience of the user is improved.
Owner:QINGFENG (BEIJING) TECH CO LTD

Game accelerator packet loss optimization method and device based on flow priority management

The invention provides a game accelerator packet loss optimization method and device based on flow priority management. The method comprises the following steps: executing periodic link detection on at least one proxy node, and generating a corresponding link monitoring result; judging whether the packet loss rates of two continuous monitoring periods exceed a first threshold value or not according to the link monitoring result; performing real-time classification on the to-be-sent data streams to obtain priority labels for different traffic categories; inputting a prediction algorithm based on a link monitoring result, obtaining a network quality prediction value of a next monitoring period, adaptively adjusting a redundancy proportion according to the network quality prediction value, and sending a queue bandwidth constraint parameter and an agent node; and sending the sorted source data packet and the redundant data packet to a target game server or a game client according to the updated proxy node so as to realize accelerated forwarding of the game data. According to the invention, the reliability, delay stability and bandwidth utilization rate of game data transmission in a cross-border high packet loss network environment can be improved.
Owner:QINGFENG (BEIJING) TECH CO LTD

Game anti-cheating method and system based on environment feedback and cheating adaptive detection

The invention relates to the technical field of games, and provides a game anti-cheating method and system based on environment feedback and cheating adaptive detection. The method comprises the following steps of: generating a standard virtual environment model by a game server based on a physical rule and a dynamic environment change rule in a game world and environment characteristics set by a game; the game client collects real environment data of an area where a player is located in real time and uploads the real environment data to the server; the server carries out difference comparison on the standard virtual environment model and the real environment data based on a multi-level and regional environment change rule and a corresponding threshold standard so as to judge whether the real environment data is abnormal or not; and when detecting that the environment is abnormal, triggering a corresponding anti-cheating mechanism for processing. By constructing the standard virtual environment model and finely judging the environment difference, the method can effectively identify the cheating behavior that the player obtains improper advantages by tampering the game environment, and improves the accuracy and adaptability of anti-cheating detection in a complex dynamic environment.
Owner:SHANLIN ARITHMETIC (SHANGHAI) TECHNOLOGY CO LTD

Adaptive forward error correction game network acceleration method based on deep reinforcement learning

The invention provides an adaptive forward error correction game network acceleration method based on deep reinforcement learning. The method comprises the following steps: periodically sending a detection data packet to a plurality of candidate proxy nodes, receiving an echo data packet, and generating a network state vector; inputting the network state vector into a pre-trained deep reinforcement learning model to obtain a forward error correction strategy index; calling the target error correction parameter group, and recording the current network environment data and the transmission performance of the target error correction parameter group back to the dynamic error correction strategy library; performing forward error correction coding on the to-be-transmitted game data packet according to the target error correction parameter group; and decoding the received data packet and the redundant packet at the proxy node according to the target error correction parameter group, reconstructing a missing game data packet, and forwarding the reconstructed game data packet to a target game server or a game client for accelerated transmission of a game network. According to the invention, the packet loss rate can be reduced, the redundant bandwidth can be saved, low-delay transmission can be maintained, and the node switching stability can be enhanced.
Owner:QINGFENG (BEIJING) TECH CO LTD

Game anti-plug-in Ai algorithm ESP protection mechanism

The invention discloses a game anti-plug-in Ai algorithm ESP protection mechanism, which is used for protecting game speed, blood volume encryption, equipment encryption, simulated mouse encryption, mouse track analysis, game character blood strip encryption and infinite blood strip technology, and enabling a client to support speed control, vulnerability repair, infinite blood encryption and infinite equipment encryption expansion. According to the method, the game client can be effectively prevented from being modified and invaded by the plug-in, and the security and integrity of the game data are protected. The AI behavior detection technology can recognize abnormal behaviors in real time, the attack difficulty of the plug-in is further improved through the functions of a speed sealing system, an anti-simulation keyboard and mouse and the like, the use scenes of the plug-in are reduced through the measures of multi-open control, virtual machine detection and the like, and the graph color type on-hook behaviors are effectively attacked through the graph color protection function. The whole protection mechanism combines data encryption, an AI algorithm and multi-dimensional protection control, a set of complete game anti-plug-in solution is formed, and powerful guarantee is provided for fairness and stability of games.
Owner:SHANDONG YOULONG INTERACTIVE ENTERTAINMENT NETWORK CO LTD

Automatic testing method, system and equipment based on protocol configuration table and medium

The invention discloses an automatic testing method, system and equipment based on a protocol configuration table and a medium. The method specifically comprises the following steps: capturing a communication data packet between a game client and a game server; analyzing the communication data packet by using a protocol format reasoning algorithm based on a hidden Markov model to generate a protocol configuration table; constructing an automatic test robot, and simulating player behaviors based on the protocol configuration table to execute a protocol-level test; based on the protocol configuration table and the execution state of the test robot, preferentially exploring a high-risk branch path, and dynamically adjusting the test sequence; and constructing a defect root cause analysis engine according to a protocol level test result and a multi-modal detection result, and automatically positioning and outputting a problem root in combination with protocol data, game state data and a system log. According to the method, the whole process of game automatic testing is realized, the game problem is accurately and efficiently detected, the source is positioned, the manual testing cost and error are reduced, and the game testing quality and efficiency are improved.
Owner:广州三七极耀网络科技有限公司

Controller input pairing and mapping

PendingUS20260000975A1Video gamesBitmapDigital input
There is disclosed a system and a method of pairing and mapping an input device with a game client software. The method comprises an input device transmitting one or more bitmaps identifying analog and digital input schemes for the input device. The game client software, thereafter, can respond to inputs from the input device in the form identified by the one or more bitmaps.
Owner:ZWIFT INC

General guiding method and system in game

The invention discloses a universal guiding method and system in a game, and the method comprises the following steps: dividing a guiding process into at least one guiding segment, each guiding segment comprises a plurality of continuous guiding steps, and storing the guiding segments and the guiding steps in a configuration table; event distribution of a game client is monitored, and a current game environment is determined and comprises a game scene and interface information; and monitoring and judging whether the current game environment meets a preset triggering condition or not based on the preset triggering condition, if so, starting the corresponding guide section, executing the guide steps according to a set sequence, and judging whether the current step is completed or not based on a preset completion condition. The method supports flexible modification and extension of the guide process, improves the adaptability, flexibility and robustness of guide management, and improves the user experience in the electronic game guide process.
Owner:XIAMEN WOOBEST INTERACTIVE NETWORK TECH CO LTD

Active defense AI self-aiming method based on micro rendering

The invention provides an active defense AI self-aiming method based on micro rendering, and the method comprises the steps: 1, superposing disturbance on a two-dimensional texture map, and generating an initial confrontation texture; step 2, setting a micro-renderable environment and performing parameter randomization; 3, micro rendering and background fusion are executed, and a composite image closer to a real game picture is generated; 4, acquiring a detection result of each target detection model on the image; 5, calculating a multi-target joint adversarial loss function; step 6, performing back propagation optimization and disturbance updating; step 7, iterative optimization is carried out, and a final texture with deception AI auto-collimation is generated; and step 8, replacing the original texture image of the corresponding role in the game client with the generated confrontation texture image, and automatically loading and rendering the role by using the confrontation texture image when the game engine runs. According to the method, the recognition process can be effectively interfered before the cheating behavior occurs by introducing the antagonistic disturbance to the texture level.
Owner:NANJING UNIV OF INFORMATION SCI & TECH +1

Display animation generation method and device

The invention provides a display animation generation method, and the method comprises the steps: generating a first command text according to a preset display demand, and inputting the first command text into a preset split mirror model, so as to enable the split mirror model to output a split mirror image. And generating a second command text according to the split image, and inputting the split image and the second command text into a preset animation model, so that the animation model outputs a display animation. And storing the display animation in a game client, so that the game client loads and plays the display animation in response to a request of a user for calling a game role fashion display interface. Therefore, the effects of reducing the workload of personnel and reducing the communication cost of departments are achieved.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Server allocation method, system, apparatus, server and storage medium

The application provides a server distribution method, system and device, a server and a storage medium, and relates to the technical field of computers. The method comprises the following steps: receiving a game distribution request of a first game client sent by a role server; determining game servers with an online player number not reaching a preset player number threshold as multiple idle game servers from multiple game servers; determining a game server with the largest online player number as a target game server from the multiple idle game servers according to the online player numbers of the multiple idle game servers; sending an identifier of the target game server to the role server; the identifier of the target game server is used to instruct the role server to inform the first game client to establish a communication connection with the target game server according to the identifier, so that the target game server executes game logic corresponding to the first game client. The application can improve the game experience of players by improving the aggregation degree of players.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Multiplayer video game systems and methods

A method of executing a multiplayer video game includes: connecting a game client to a game server via a communication network; for each player, executing an instance of a game on the game server to generate a game environment; synchronizing game data between multiple instances of the game to link the generated game environments; transmitting user inputs to the game server to initiate interactive gameplay; for each player, generating a video stream of the linked game environment from the player's perspective; and mixing the video streams for individual players into split screen view during a split screen mode.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Game definition file

A client device receives compiled software for a game engine. The game engine is for playing a designated game. The client device receives a game definition file for the designated game. The game definition file stores rules for the designated game. The game definition file defines the rules using non-compiled machine-readable code. The client device executes the game engine at the client device to enable playing of the designated game via the client device. Executing the game engine includes: accessing the game definition file; and providing, via a user interface generated on the client device, interactive gameplay of the designated game according to the rules for the designated game defined by the game definition file.
Owner:ZYNGA INC

A game malicious behavior prevention method and terminal

The application discloses a game malicious behavior prevention method and a terminal, a first mapping component is generated in a game client, input data is received in the game client through the first mapping component, and the input data is transmitted to a real client in real time, data processing is performed on the input data by using the real client, the processed data is sent to the game client by using the real client, and the processed data is rendered by using the game client, so that the game client is only responsible for data receiving and rendering, key data processing is in the real client, malicious attacks on the process of data processing are impossible, a mapping component is newly arranged in the game client, malicious behaviors cannot use original components to input in the client, and memory modification is impossible, so that interference of malicious behaviors on the game is reduced, and a fair game environment is ensured.
Owner:福建天晴在线互动科技有限公司

Game updating method and system, server, electronic device, and storage medium

Embodiments of the present application disclose a game updating method and system, a server, an electronic device and a storage medium. The method comprises: when game updating is performed, running a cloud game client image to generate a cloud game picture containing an updating trigger control; obtaining operation coordinates corresponding to the updating trigger control; simulating a trigger operation of triggering the updating trigger control in the cloud game picture according to the operation coordinates corresponding to the updating trigger control, to generate a trigger instruction for indicating triggering the updating trigger control based on the trigger operation; and automatically triggering updating of the cloud game client image according to the trigger instruction. The technical solution of the embodiments of the present application can complete automatic updating of a game through a cloud game server without awareness of a player, and greatly improve operation cost and operation quality of a product through automatic updating of the game.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Cross-server system and method for network game, electronic equipment and storage medium

The invention discloses a cross-server system and method of an online game, electronic equipment and a storage medium, the cross-server system of the online game comprises a scene center server and at least two game servers, the game servers receive mirror image registration requests for a target scene in game scenes, the first game server in the at least two game servers receives operation data of players in the mirror image scene from the game client, and sends the operation data to the scene center server; the scene center server synchronizes the operation data to a second game server in the at least two game servers, the second game server updates the mirror image scene when receiving the operation data, the mirror image scenes are created in the game servers, and the scene center server synchronizes the mirror image scenes. Therefore, players of different game servers can realize cross-server visible and interactive common game in the same game scene without switching the servers.
Owner:DUOYI NETWORK CO LTD +1

Method and apparatus for adding friend in game, and device and storage medium

A method and apparatus for adding a friend in a game, and a device and a storage medium. The method comprises: when it is detected that a first game client sends a friend discovery instruction to a target virtual object, determining from a game scene a plurality of candidate virtual objects of a first virtual object; determining a second virtual object from among the plurality of candidate virtual objects; and by means of the target virtual object, recommending to the first virtual object the second virtual object, which is used as a friend to be added. In this way, the present disclosure can prompt dialogue communication between two player characters by means of a non-player character in a game, thereby facilitating an improvement in the efficiency of friend adding between the two player characters in the game. (FIG. 1)
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Game plug-in detection method and device and electronic equipment

The invention provides a game plug-in detection method and device and electronic equipment, and the method comprises the steps: obtaining a target game log from a game server and a game client, analyzing the target game log, and generating game related information corresponding to a first game account; acquiring account related information of the first game account from the game server, and determining a target game account using the plug-in program from the first game account through the plug-in identification program based on the game related information and the account related information; and sending the target game account to a game server and / or a game client, so that the game server and / or the game client execute corresponding plug-in account processing on the target game account. In the mode, the plug-in identification program deployed outside the game is an offline program, is not limited by the release period of the game version, can be modified at any time, and analyzes the game log in time to detect the game player using the plug-in program, so that the detection accuracy and the detection efficiency are improved.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Method and apparatus for providing a computer implemented application

A client device provides a computer implemented game. When there is a change in the state of the game, the updated state is applied to the game being played on the client device. The client device sends a request associated with the change in state to the server. The changes in state are verified by a response received from the server to the request.
Owner:KING COM

A Method and Device for Optimizing Packet Loss in Game Accelerators Based on Traffic Priority Management

This application provides a method and apparatus for optimizing packet loss in a game accelerator based on traffic priority management. The method includes: performing periodic link probing on at least one proxy node and generating corresponding link monitoring results; determining whether the packet loss rate for two consecutive monitoring periods exceeds a first threshold based on the link monitoring results; classifying the data stream to be sent in real time to obtain priority labels for different traffic categories; inputting the link monitoring results into a prediction algorithm to obtain a network quality prediction value for the next monitoring period, and adaptively adjusting the redundancy ratio, sending queue bandwidth constraint parameters, and proxy nodes according to the network quality prediction value; and sending the sorted source data packets and redundant data packets to the target game server or game client according to the updated proxy nodes to achieve accelerated forwarding of game data. This application can improve the reliability, latency stability, and bandwidth utilization of game data transmission in cross-border high-packet-loss network environments.
Owner:QINGFENG (BEIJING) TECH CO LTD

Game data processing method, device, and medium

ActiveCN114404994BImprove processing efficiencyReduce the difficulty of development and maintenanceVideo gamesControl characterGame interface
The present invention provides a game data processing method, device, and medium. In the method, game data related to the current battle scene is obtained, and the game data includes one or more of player data, environmental data, and non-player controlled character NPC data. Then, a battle module matching the game data is called to return the game data processing result of executing corresponding battle logic processing on the game data in the current battle scene through the battle module. Finally, the battle effect corresponding to the game processing result is displayed in the game interface of the game client. The above scheme facilitates the game client to implement the battle logic processing of the game data in the current battle scene through the battle module, improves the efficiency of the game battle logic processing, and reduces the difficulty of developing and maintaining the game battle logic.
Owner:BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD

A game intermodal user login method, device and computer readable storage medium

The application discloses a game interworking user login method, equipment and a computer readable storage medium, wherein the method comprises the following steps: calling a device account server to verify the first login of a user, and obtaining an account identity returned by the device account server after the verification; generating and storing session information according to the account identity, and returning the account identity and the stored session information to a game client; receiving the account identity and new session information returned by the game client when the user logs in again; calling the stored session information according to the account identity, and comparing the stored session information with the new session information; if the stored session information is consistent with the new session information, returning a login success message to the game client; the application reduces the interaction between interworking service and account service, reduces the interaction cost, operation cost and equipment power consumption, and improves the login performance on the user side.
Owner:NUBIA TECHNOLOGY CO LTD

Virtual card game linked to player performance in an event and methods and systems for providing the same

A virtual card game including a game server coupled to an events database with event data and a players database with player data; a plurality of game clients associated with game participants each coupled to the game server; wherein each game client transmits a pay-in amount to the game server; and the game server randomly deals a hand from a virtual card shoe having a plurality of virtual cards each corresponding to one or more players; receives player performance data corresponding to each of the players; calculates a card value for each virtual card based on the player performance data; calculates a virtual hand value for each game participant based on the card values; determines at least one winner based on the virtual hand value associated with each game participant; calculates a payout for each winner; and transmits the payout to the game client associated with each winner.
Owner:FANDEX

In-game information processing method and apparatus, electronic device, and storage medium

An in-game information processing method and apparatus, an electronic device and a storage medium, where the method includes: in response to a first operation for an item control, displaying at least one item slot corresponding to a first game character in a first graphical user interface, the at least one item slot comprising a first-type item slot and a second-type item slot, where the first-type item slot represents an item not possessed by the first game character, and the second-type item slot represents an item possessed by the first game character; in response to a second operation for the first-type item slot, generating first-type item request information corresponding to the first-type item slot; and sending the first-type item request information to a second game client corresponding to a second game character.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Cloud game operation control method and computer device

A cloud game operation control method and a computer device are provided. The method includes: determining game state information of a target cloud game currently running in a cloud game client; determining, based on the game state information, at least one operation instruction set matching the game state information, and indicating the at least one operation instruction set to the cloud game client, wherein the operation instruction set is obtained by performing operation instruction recognition processing based on a target game video matching the game state information; and in response to receiving a selected target operation instruction set fed back by the cloud game client, generating game image data obtained after the cloud game client correspondingly executes the target operation instruction set, and sending the game image data to the cloud game client.
Owner:BEIJING ZITIAO NETWORK TECH CO LTD

Controller input pairing and mapping

There is disclosed a system and a method of pairing and mapping an input device with a game client software. The method comprises an input device transmitting one or more bitmaps identifying analog and digital input schemes for the input device. The game client software, thereafter, can respond to inputs from the input device in the form identified by the one or more bitmaps.
Owner:ZWIFT INC

Performance data file recording method and device, electronic equipment and storage medium

The invention relates to the technical field of games, in particular to a performance data file recording method and device, electronic equipment and a storage medium, and the method comprises the steps that under the condition that a configuration instruction for a performance file recording parameter configuration area is received, game control parameters are acquired, and the game control parameters comprise performance file recording parameters; sending the game control parameters to a virtual game hall, triggering the virtual game hall to generate game instance configuration parameters, and sending the game instance configuration parameters and performance file recording parameters to a special server; the special server comprises an unreal engine and a performance file recording adaptation layer running on the upper layer of the unreal engine; the special server is used for generating the game instance in response to the game instance configuration parameter, and the performance file recording adaptation layer is used for analyzing the performance file recording parameter and triggering an unreal engine to record a performance data file corresponding to the game instance based on an analysis result. According to the embodiment of the invention, the performance data file is recorded without participation of a real game client.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Attribute synchronization method and device of virtual object, server and storage medium

The embodiment of the invention discloses a virtual object attribute synchronization method and device, a server and a storage medium, and relates to the technical field of networks. Comprising the steps that under the condition that attributes of a virtual object change, an instance flag bit of an object instance corresponding to the virtual object is updated, the object instance comprises the attributes of the virtual object, and the value of the instance flag bit is a self-increment value in the game playing process; sending an attribute synchronization data packet to the game client based on the attribute change condition; updating a link flag bit of a client link corresponding to the game client according to the instance flag bit, wherein the client link is a link between the object instance and the game client; under the condition that an acknowledgement packet of the game client for the attribute synchronization data packet is not received, a link flag bit linked by the client is updated, and the value of the updated link flag bit is smaller than the value of the link flag bit before updating; and under the condition that the value of the link flag bit is identified to be greater than the value of the instance flag bit, retransmitting the attribute synchronization data packet to the game client.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Data acquisition method and apparatus, terminal, and storage medium

ActiveCN118526798BSimulationData acquisition
The application discloses a data acquisition method and device, a terminal and a storage medium, and belongs to the technical field of computers. The method is executed by the terminal, a game client on the terminal is configured with a hook function, the game client comprises a filtering function and a processing function provided by a game engine; the method comprises the following steps: calling the filtering function, acquiring original operation data executed in the game client, filtering the original operation data to obtain target operation data, the execution frequency of the target operation data being consistent with a game frame rate in the game client; calling the processing function, acquiring the target operation data output by the filtering function, and determining instruction data triggered by the target operation data; and calling the hook function, acquiring the target operation data and the instruction data obtained by the processing function. Since the execution frequency of the target operation data is consistent with the game frame rate, the target operation data is effective operation data capable of generating game performance, and therefore the obtained target operation data is more accurate.
Owner:SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD

Game balance checking method and system based on unsupervised reinforcement learning

The invention provides a game balance checking method and system based on unsupervised reinforcement learning. A game client module sends game information data and an operation instruction request to a control end module in each game combat round; when the number of game rounds of all client instances in the long-term container is larger than a preset threshold value, the control end module starts a neural network of the deep learning module for training; the control end module transfers the operation instruction request in the cache queue to a processing queue, clears the cache queue, sends game information data to a neural network, obtains an optimal operation instruction and returns the optimal operation instruction to the game client module; and the game client module executes the optimal operation instruction, sends the game information data and the operation instruction request to the control end module again until the game is finished, and identifies a balance vulnerability and numerical value intensity anomaly combination in the game. According to the method, errors and logic errors in game design can be effectively checked, and benefit maximization of the optimal operation instruction is ensured.
Owner:YONGSHI WANGLUO