Server Game Resource Allocation for Anti-Cheating

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Solution Overview

Problem

Existing methods for preventing cheating in online games either require frequent updates to the client-side cheating prevention strategies, which is costly, or restrict information communication between players, leading to poor user experience and reduced market competitiveness.

Innovation Solution

A method and server system that allocate game resources by assigning users to waiting queues based on predetermined conditions such as time, IP address, or a combination of both, and select participants from different queues using a specific algorithm to prevent cheating while allowing information communication during gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a strategy of preventing cheating is embedded in a client, then cheating prevention capability is improved, but client upgrade cost and complexity increase when strategy updates are needed

Engineering Contradiction:
Improvecheating prevention capabilityVSAvoidclient upgrade cost
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent extracts the cheating prevention strategy from the client side and relocates it to the server side. The server generates and manages verification codes and validates player actions, while the client only needs to implement basic communication functions. This extraction eliminates the need for frequent client upgrades while maintaining strong anti-cheating capabilities.

Inventive Principle:
Principle #2Taking out (Extraction)

2Reliability

If information communication among game players is forbidden, then cheating is prevented, but user experience deteriorates and market competitiveness decreases

Engineering Contradiction:
Improvecheating preventionVSAvoiduser experience
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent applies local quality by differentiating between types of information communication. Public information (game state, scores, visible actions) is freely shared among players to maintain good user experience and game interactivity. Private verification information (internal verification codes, validation logic) is kept secret on the server side to prevent cheating. This selective information sharing resolves the contradiction between communication freedom and cheating prevention.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS10893125B2Method and server for allocating game resources
Publication Date: 2021.01.12 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US10893125B2 patent drawing
  • US10893125B2 patent drawing
  • US10893125B2 patent drawing

AI summary

The present invention discloses a method and a server for allocating game resources, which belongs to the field of network technology. The method includes: receiving a game participation request including game subzone information sent by a user; when the user enters a game subzone identified by the game subzone information, assigning the user to a waiting queue corresponding to the user in the game subzone in accordance with a predetermined condition; and when the user is successfully assigned to the waiting queue, selecting participants to play in the same group with the user from waiting queues other than the waiting queue of the user, and allocating game resources for the user and the selected participants. The present technical solution can effectively reduce occurrence of the game participants' cheating.