Anti-Cheat Intermediary for Network Game Fairness
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Solution Overview
Problem
Existing network games face issues with cheating, as players can collude to gain unfair advantages by accessing each other's information during multi-player casual games, compromising the game's fairness.
Innovation Solution
A network game anti-cheating device and system that modifies actual game state information to dummy information and assigns players to seats in a way that prevents intentional table selection and information sharing, using an anti-cheating device between the player terminal and game server to ensure fair gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If players can select tables and access information about other players, then the ease of operation is improved, but the fairness of the game deteriorates due to cheating opportunities
Solution Approach 1:
The patent introduces an anti-cheating device as an intermediary between the player terminal and the game server. This device receives actual game state information from the server, processes it to generate dummy information, and sends the modified information to the player terminal. The intermediary prevents direct access to real game information while maintaining the appearance of normal game operation, thus resolving the contradiction between ease of operation and game fairness.
Solution Approach 2:
The anti-cheating device creates a copy of the actual game state information but modifies it to hide real data. Instead of transmitting the original game state information directly to players, the system transmits a processed copy that appears legitimate but contains no actionable cheating information. This copying approach maintains the illusion of information access while preventing actual cheating.
2Reliability
If the anti-cheating device modifies game state information, then the fairness is improved, but the device complexity increases
Solution Approach 1:
The patent extracts the anti-cheating functionality from the game server and places it in a separate dedicated device. By taking out the information processing and dummy generation functions from the server, the system isolates the complexity in a specialized component while keeping the server logic relatively simple. This extraction reduces the overall system complexity burden on the server.
Solution Approach 2:
The anti-cheating device is designed to handle multiple functions: receiving actual game state information, processing this information to generate dummy versions, and transmitting the modified information to player terminals. This multi-functional design consolidates several operations into a single device, reducing the need for multiple separate components and simplifying the overall system architecture.
Data Source
AI summary
An embodiment of this invention discloses a network game anti-cheating device, method and system. The device includes: an information processing unit, adapted to modify actual game state information to dummy game state information, and send the dummy game state information to a terminal of a player; and a seat assignation unit, adapted to assign a player into an unoccupied seat of an idle table according to actual table information in a game room. The information processing unit comprises: a table information processing unit, adapted to send dummy table information in the game room to the terminal of the player; a watching information processing unit, adapted to send dummy game information of players who are playing the game on the table; and a partner-player information processing unit, adapted to send dummy information of the partner-players on the table.


