Online Game Anti-Cheating Server with Dynamic Verification
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Solution Overview
Problem
Current anti-cheating methods in online games are prone to false positives, leading to wrongful punishment of players and compromising the gaming experience due to the frequent updates and incorrect identification of cheating programs.
Innovation Solution
An online game anti-cheating method and server system that sends cheating program characteristics to clients, matches reported characteristics with stored lists, and determines the appropriate action based on a matching result, including an abnormal and safe characteristic list to reduce false positives and enhance security.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If cheating program characteristics are frequently updated and released, then the ability to detect cheating programs is improved, but the accuracy of detection deteriorates leading to false positives
Solution Approach 1:
The patent segments the detection process into multiple independent modules: client-side detection module that collects characteristics, server-side analysis module that processes characteristics, and verification module that cross-checks multiple characteristics before making final determination. This segmentation allows frequent updates of detection rules without compromising overall system accuracy, as each module can be independently optimized and updated.
Solution Approach 2:
The patent implements a feedback mechanism where detection results and false positive cases are continuously fed back to the characteristic database and analysis algorithms. The server collects data from multiple clients, analyzes patterns, and refines characteristics based on actual performance metrics. This closed-loop feedback system enables the system to learn from mistakes and improve detection accuracy over time while maintaining frequent update cycles.
2Speed
If client-side detection is performed using cheating program characteristics, then the speed of cheating detection is improved, but the security of the anti-cheating method deteriorates due to potential wrong characteristics
Solution Approach 1:
The patent introduces a server as an intermediary between the client and the cheating detection process. The client quickly performs initial detection using characteristics from the server, but the server acts as a mediator to verify results, cross-check multiple characteristics, and make final determination. This intermediary role enables fast client-side detection while maintaining high security through centralized verification and dispute resolution.
Solution Approach 2:
The patent performs preliminary actions by pre-processing and validating cheating characteristics on the server side before distributing them to clients. The server pre-analyzes characteristics, filters out potentially incorrect ones, and prepares verification rules in advance. This preliminary action ensures that clients receive only validated characteristics, reducing false positives while maintaining detection speed at the client side.
3Productivity
If the client automatically kicks players or terminates games upon detecting cheating characteristics, then the effectiveness of cheating prevention is improved, but the player experience deteriorates due to wrongful punishments
Solution Approach 1:
The patent implements dynamic response mechanisms where the automatic punishment action is not fixed but adapts based on detection confidence levels and verification results. The system dynamically adjusts between immediate termination, temporary suspension, and warning-based responses. This dynamic approach allows the system to maintain high cheating prevention effectiveness for confirmed cases while providing more lenient, experience-friendly responses for uncertain cases.
Solution Approach 2:
The patent uses feedback loops to review detection results before executing punishments. When cheating characteristics are detected, the system feeds back to verify the detection through multiple characteristics and server validation before final punishment. This feedback mechanism ensures that only well-verified cases result in player punishment, maintaining prevention effectiveness while minimizing wrongful punishments that would harm player experience.
Data Source
AI summary
An online game anti-cheating method is provided. The method includes sending cheating program characteristics to a client and receiving characteristics matching with cheating program characteristics reported by the client. The method also includes matching the reported characteristics with characteristics in at least one stored characteristic list and obtaining a determination result based on a matching result. Further, the method includes returning the determination result to the client and to cause the client to react to the determination result.


