Video Game Execution Replay Validation for Cheat and Error Detection
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Solution Overview
Problem
Video games often include coding errors and are susceptible to cheating, which complicates testing and can impact user enjoyment and retention, particularly in multiplayer games.
Innovation Solution
A computer-implemented method using isomorphic code to validate video game execution by comparing action event logs between a client and server-side portions of the game, allowing for asynchronous validation to identify coding errors or cheating.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If video games include randomness to enhance replayability, then player engagement is improved, but testing and validation of game code becomes more difficult
Solution Approach 1:
The patent creates a server-side copy of the game logic that mirrors the client-side execution. By maintaining isomorphic code (identical logic) on both client and server, the system can validate client execution against server validation without compromising replayability. The server replays recorded action events through its copy of the game logic to verify client-side model states match expected outcomes.
Solution Approach 2:
The patent introduces an intermediary validation layer between the client and the game's random elements. The server acts as a mediator that receives action event logs from the client, independently executes the same actions through isomorphic code, and compares results. This intermediary validation mechanism ensures code reliability while allowing the game to maintain its random replayable elements.
2Reliability
If extensive testing is performed to identify coding errors, then code quality is improved, but game execution time and player experience are disrupted
Solution Approach 1:
The patent performs validation actions in advance by recording action events and their corresponding model states during normal game execution. Instead of interrupting gameplay for real-time validation, the system pre-records the necessary data and performs comprehensive validation afterward by replaying these recorded events on the server, thus ensuring code quality without disrupting player experience during gameplay.
Solution Approach 2:
The patent implements periodic validation by executing the second set of action events at scheduled intervals or at specific validation checkpoints rather than continuously during gameplay. This allows the system to maintain code quality through regular validation while minimizing interference with game execution, as validation occurs in periodic batches rather than as a continuous interrupt.
3Reliability
If cheating detection mechanisms are implemented, then game fairness is improved, but system complexity increases
Solution Approach 1:
The patent implements a universal validation system where the server-side isomorphic code serves multiple functions: it acts as both the authoritative game logic engine and the cheating detection mechanism. The same code that executes the game also validates client execution, eliminating the need for separate complex detection systems. This multi-functionality maintains game fairness while minimizing additional system complexity.
Solution Approach 2:
The patent uses copying of the game logic to the server side to create a validation counterpart. By maintaining an identical copy of the game logic on the server, the system can compare client-reported states against server-computed states to detect cheating. This approach to cheating detection adds minimal complexity compared to developing entirely new detection algorithms, as it leverages the existing game logic itself for validation purposes.
4Ease of operation
If asynchronous validation is performed to avoid interrupting game execution, then player experience is maintained, but validation precision may be reduced
Solution Approach 1:
The patent maintains continuity of useful action by allowing the game to execute uninterrupted on the client side while validation proceeds asynchronously on the server. The server continuously processes validation by replaying recorded events and comparing states, ensuring that gameplay flows smoothly for players without interruption, while validation precision is maintained through thorough server-side verification of all recorded actions.
Data Source
AI summary
A system may validate execution of a video game to identify the existence of a coding error or of cheating by a video game player. The system can record action events performed by a video game within an action event log, which may be provided to a validation system that can repeat the action events identified in the action event log. By comparing a state of the video game with a state generated by the validation system responsive to repeating the action events, the system can determine whether a coding error exists or if a user is cheating (e.g., using cheat software) when playing the video game. Further, the system can use isomorphic code enabling the validation system to repeat the action events independent of the system hosting the video game. Thus, the system hosting the video game may continue to execute the video game while validation occurs.


