Game Score Verification via Operation Sequence Replay
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Solution Overview
Problem
In action games, the immediate score calculation at the client device makes it difficult to prevent cheating, as players can tamper with scores locally before reporting them to the server, leading to fraudulent rewards and a negative impact on the game environment.
Innovation Solution
A method where the client calculates and records a game score in real-time, then reports the operation sequence and score to a server for verification, using indirect integer calculations to ensure consistency across different platforms and architectures, and a dynamic protocol length to reduce bandwidth usage.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If score calculation is performed at the client device in real-time, then the responsiveness and user experience are improved, but the risk of cheating and score tampering increases
Solution Approach 1:
The system performs preliminary actions by recording the complete operation sequence and operation times before score verification. The client device captures and transmits all user operations and their timing information to the server in advance, enabling the server to replay these operations and verify the score independently without requiring real-time interaction during gameplay.
Solution Approach 2:
The operation sequence data acts as an intermediary that bridges the client-side score calculation and server-side verification. Instead of directly trusting or re-calculating scores, the system uses the recorded operation sequence as a verifiable intermediate representation that both client and server can process to arrive at the same score, ensuring consistency while maintaining real-time performance.
2Measurement precision
If platform-specific score calculation methods are used, then the calculation accuracy on each platform is improved, but the consistency of scores across different platforms deteriorates
Solution Approach 1:
The server creates a virtual copy of the client's operation environment by replaying the recorded operation sequence on its own platform. This copying approach allows the server to verify scores using its own precise calculation methods while maintaining cross-platform consistency, as the verification is based on replaying the same operation sequence rather than trusting client-side calculations that may differ across platforms.
3Reliability
If detailed operation sequences are transmitted to the server for verification, then the cheating prevention capability is improved, but the network bandwidth consumption increases
Solution Approach 1:
The system extracts only the essential verification data (operation sequence and operation times) from the complete game state, transmitting only this minimal necessary information to the server. By taking out only the critical elements needed for verification rather than transmitting entire game states or redundant data, the system achieves effective cheating prevention while minimizing network bandwidth consumption.
Data Source
AI summary
A computer-implemented method is provided, the method including: a client calculating a game score in real time according to an operation of a user, recording the operation and an operation time corresponding to the operation for generation of an operation sequence, and reporting the operation sequence and a score calculation result to a server after a game is over; the server starting a game loop, and performing the operation during the game loop according to the operation sequence, so as to calculate a real score of the user; comparing the real score with the score calculation result to verify whether the user cheats, and feeding back a verification result to the client; and the client receiving the verification result and performing a processing corresponding to the verification result.


