Cloud Service Replay for Game Achievement Fraud Detection

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Solution Overview

Problem

Existing achievement systems in games and applications often fail to accurately verify the legitimacy of user achievements, leading to potential cheating and missed rewards due to improper acknowledgment.

Innovation Solution

A cloud-based service captures and archives user interaction signals, allowing for retrospective verification against predefined rules to detect cheating and award or revoke achievements, providing tools for users to review and analyze captured signals.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If achievement systems are implemented to recognize and reward users, then user engagement and motivation are improved, but the system becomes vulnerable to cheating and fraudulent achievements

Engineering Contradiction:
Improveuser engagementVSAvoidachievement validity
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system performs preliminary actions by capturing signals during gameplay and archiving them before achievements are awarded. This allows retrospective verification of whether achievement criteria were legitimately met, preventing cheating while maintaining user engagement.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback mechanisms where captured signals are reviewed and achievements are verified before being awarded to users. This feedback loop ensures achievement validity while maintaining the motivational aspect of the system.

Inventive Principle:
Principle #23Feedback

2Reliability

If real-time achievement verification is performed, then achievement validity is improved, but system complexity and processing overhead increase

Engineering Contradiction:
Improveachievement validityVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system captures and archives signals during gameplay as preliminary actions, then performs verification retrospectively. This approach maintains achievement validity without requiring complex real-time verification systems, reducing overall system complexity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates copies of gameplay signals and stores them in an archive for later review. This copying approach allows verification of achievement validity without continuously monitoring and processing every signal in real-time, simplifying the system architecture.

Inventive Principle:
Principle #26Copying

3Measurement precision

If captured signals are archived and replayed for verification, then achievement accuracy is improved, but data storage requirements and processing time increase

Engineering Contradiction:
Improveachievement accuracyVSAvoiddata storage
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The system archives and replays only the necessary captured signals related to achievement attempts rather than storing all gameplay data. This partial action approach maintains achievement accuracy while minimizing data storage requirements and processing overhead.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS9205335B2Achievement replay and fraud detection
Publication Date: 2015.12.08 MICROSOFT TECHNOLOGY LICENSING LLC
  • US9205335B2 patent drawing
  • US9205335B2 patent drawing
  • US9205335B2 patent drawing

AI summary

Devices including gaming consoles, personal computers, tablets, smartphones, and the like may be configured with a client for capturing signals which are representative of user interactions with applications such as games. The captured signals are sent to a cloud-based service for archival storage. The service can subsequently replay the archived captured signals and compare them against known rules to determine if an achievement obtained by a user during interaction with the application was legitimately obtained in compliance with the rules or obtained improperly, for example by cheating or exploiting a bug in the application to falsely trigger the achievement. If the achievement is invalid, then the service can retroactively revoke the achievement. Alternatively, the service can replay the captured signals and detect instances in which an achievement was validly achieved but not properly acknowledged. The achievement can then be awarded or unlocked for the user retroactively.