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CN112999661A - Game cheating identification method and device - Google Patents

Game cheating identification method and device Download PDF

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Publication number
CN112999661A
CN112999661A CN202110313721.8A CN202110313721A CN112999661A CN 112999661 A CN112999661 A CN 112999661A CN 202110313721 A CN202110313721 A CN 202110313721A CN 112999661 A CN112999661 A CN 112999661A
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China
Prior art keywords
game
operation result
cheating
frame synchronization
behavior
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CN202110313721.8A
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Chinese (zh)
Inventor
吴沛霖
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Guangzhou Huya Technology Co Ltd
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Guangzhou Huya Technology Co Ltd
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Priority to CN202110313721.8A priority Critical patent/CN112999661A/en
Publication of CN112999661A publication Critical patent/CN112999661A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application discloses a method and a device for identifying game cheating, wherein when the method is applied to a game client, the method comprises the following steps: when a trigger condition set for a specified frame synchronization playing method of a target game is triggered, acquiring corresponding behavior guide information from a server according to the specified frame synchronization playing method, wherein the behavior guide information comprises one or more target frame numbers and operation information corresponding to each target frame number; in the running process of the appointed frame synchronization playing method, when a target frame corresponding to a target frame number is displayed, calculating an operation result corresponding to operation information in core data of the appointed frame synchronization playing method; and reporting the operation result and the target frame number to a server, and judging whether the game client has cheating behaviors or not by the server according to the operation result. By adopting the mode that the game client actively reports the operation result, the server can conveniently identify whether the game player cheats in the game process, and the detection efficiency of the game cheating is improved.

Description

Game cheating identification method and device
Technical Field
The embodiment of the application relates to a data processing technology, in particular to a method and a device for identifying cheating in a game.
Background
Along with the popularization and development of the internet, the online games are more and more popular with the majority of online people, the online games enrich the leisure and entertainment lives of people, and the game service providers and other related industries also benefit from the online games. However, a great deal of cheating phenomena exist in the online games, the game players obtain illegal benefits beyond game rules through plug-ins or other means, and the cheating behaviors in the online games not only influence fair competition among the game players and healthy development of the online game industry, but also generate serious conflicts on the benefits of game service providers.
Aiming at cheating behaviors in the online games, operators generally adopt a manual patrol mode, operators immediately extract the spectators of the game tables in game rooms by employees, or immediately spectators after receiving complaints of network users in the games, and judge whether the cheating behaviors exist in the games according to the observed conditions of the spectators. The method needs high labor cost, meanwhile, because of less human resources and more network users, the coverage of cheating processing is narrow, the cheating behavior cannot be processed in time, whether the cheating behavior exists or not can not be judged through site observation, and the monitoring efficiency is low.
Disclosure of Invention
The application provides a method and a device for identifying cheating in a game, which are used for solving the problems that in the prior art, cheating treatment coverage is narrow and monitoring efficiency is low due to the fact that cheating identification is carried out manually.
In a first aspect, an embodiment of the present application provides a method for identifying cheating in a game, where the method is applied to a game client, and the method includes:
when a trigger condition set for a specified frame synchronization playing method of a target game is triggered, acquiring corresponding behavior guide information from a server according to the specified frame synchronization playing method, wherein the behavior guide information comprises one or more target frame numbers and operation information corresponding to each target frame number;
in the running process of the appointed frame synchronization playing method, when a target frame corresponding to the target frame number is displayed, calculating an operation result corresponding to the operation information in core data of the appointed frame synchronization playing method;
and reporting the operation result and the target frame number to a server, and judging whether cheating behaviors exist correspondingly at the game client side by the server according to the operation result.
In a second aspect, an embodiment of the present application further provides a method for identifying cheating in a game, where the method is applied in a game server, and the method includes:
when detecting that a trigger condition set for a specified frame synchronization playing method of a target game is triggered, issuing behavior guide information corresponding to the specified frame synchronization playing method to at least two game clients corresponding to the specified frame synchronization playing method, wherein the behavior guide information comprises one or more target frame numbers and operation information corresponding to each target frame number;
receiving operation results reported by each game client aiming at the behavior guidance information, wherein each operation result carries a corresponding target frame number, and the operation results are calculated by the game clients in core data of the appointed frame synchronous playing method based on the operation information;
and judging whether the cheating behavior exists at the game client side according to the operation result.
In a third aspect, an embodiment of the present application further provides an apparatus for identifying cheating in a game, where the apparatus is applied to a game client, and the apparatus includes:
the behavior guidance information acquisition module is used for acquiring corresponding behavior guidance information from a server according to a specified frame synchronization playing method when a trigger condition set for the specified frame synchronization playing method of a target game is triggered, wherein the behavior guidance information comprises one or more target frame numbers and operation information corresponding to each target frame number;
an operation result determining module, configured to calculate, in a running process of the specified frame synchronization play, an operation result corresponding to the operation information in core data of the specified frame synchronization play when a target frame corresponding to the target frame number is displayed;
and the operation result reporting module is used for reporting the operation result and the target frame number to a server, and the server judges whether the game client side has cheating behaviors according to the operation result.
In a fourth aspect, the present application provides an apparatus for identifying cheating in a game, where the apparatus is applied in a game server, and the apparatus includes:
the action guidance information issuing module is used for issuing action guidance information corresponding to the appointed frame synchronization playing method to at least two game clients corresponding to the appointed frame synchronization playing method when detecting that a trigger condition set for the appointed frame synchronization playing method of the target game is triggered, wherein the action guidance information comprises one or more target frame numbers and operation information corresponding to each target frame number;
an operation result receiving module, configured to receive an operation result reported by each game client for the behavior guidance information, where each operation result carries a corresponding target frame number, and the operation result is a result obtained by performing calculation on the basis of the operation information in core data of the designated frame synchronization play by the game client;
and the cheating identification module is used for judging whether the cheating behavior exists at the game client side according to the operation result.
In a fifth aspect, an embodiment of the present application further provides an electronic device, where the electronic device includes:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the methods described above.
In a sixth aspect, the present application further provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to implement the method described above.
The technical scheme that this application provided has following beneficial effect:
in this embodiment, when detecting that a trigger condition set for a specified frame synchronization play of a target game is triggered, the game client may pull corresponding behavior guidance information from the server according to the specified frame synchronization play, where the behavior guidance information includes one or more target frame numbers and operation information corresponding to each target frame number, so as to determine what operation is performed in which frames. In the running process of the appointed frame synchronous playing method, when the target frame corresponding to the target frame number is displayed, the game client can calculate the operation result corresponding to the operation information corresponding to the target frame number, then the operation result and the target frame number are reported to the server, the server judges whether cheating behaviors exist in the game client according to the operation result, and the game client only calculates the operation result and does not actually execute specific operation, so that the process does not influence the game process and the game result of the current game player, the operation result is the result obtained on the game core data, and the server can conveniently identify whether the game player cheats in the game process by actively reporting the operation result through the game client, and the detection efficiency of the cheating of the game is improved.
Drawings
FIG. 1 is a flowchart of an embodiment of a method for identifying cheating in a game according to an embodiment of the present application;
FIG. 2 is a flowchart of an embodiment of a method for identifying cheating in a game according to a second embodiment of the present application;
fig. 3 is a block diagram of an embodiment of a device for identifying cheating in a game according to a third embodiment of the present application;
fig. 4 is a block diagram illustrating a structure of an embodiment of a device for identifying cheating in a game according to a fourth embodiment of the present application;
fig. 5 is a schematic structural diagram of an electronic device according to a fourth embodiment of the present application.
Detailed Description
The present application will be described in further detail with reference to the following drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the application and are not limiting of the application. It should be further noted that, for the convenience of description, only some of the structures related to the present application are shown in the drawings, not all of the structures.
Example one
Fig. 1 is a flowchart of an embodiment of a method for identifying cheating in a game according to an embodiment of the present application, where the embodiment may be executed by a game client (hereinafter, may also be simply referred to as a client), and specifically includes the following steps:
step 110, when a trigger condition set for a specified frame synchronization play method of a target game is triggered, acquiring corresponding behavior guidance information from a server according to the specified frame synchronization play method, wherein the behavior guidance information comprises one or more target frame numbers and operation information corresponding to each target frame number.
In this embodiment, the target game may be a network game (also referred to as a frame synchronization game) implemented using a frame synchronization implementation. The server side of the frame synchronization game synchronizes frame data to the client side at regular time, and the behavior of the client side is controlled by the frame data of the server side. As an example, the frame data may include a frame number and other data, and the other data may be, for example, behavior data of a real player, or some operation data triggered by the server in a certain frame. In order to ensure that all the clients are consistent, the operations of all the players in the frame synchronization game are bound with the frame numbers, all the operations influencing the consistency of the clients in the frame synchronization game are sent to the server, and then the server synchronizes all the clients in the next frame, so that all the clients can execute the specified operations in the specified frames, and the performance of all the clients can be ensured to be consistent.
In this case, the frame synchronization interval on the server side may be different for different games, and the frame interval between two adjacent frames on the client side may also be different. In practice, the time interval for the client to perform n frames and the server to synchronize one frame is approximately the same (or may not be the same as long as the consistency between the clients is ensured), for example, the server may synchronize one frame of data to the client in 300 milliseconds, and the client may perform one frame in 30 milliseconds for smooth pictures, in this scenario, the client performs 10 frames in each synchronization interval of the server, waits for the next frame of data synchronization of the server after performing 10 frames, and otherwise stops waiting (in this case, if the frame of the server comes late, a jam occurs). The server and the client add a specified value to the frame number for each frame execution. Specifically, both the server and the client maintain a consistent frame number, and each time a frame is executed, the server may add 10 and the client may add 1.
In one embodiment, multiple frame-synchronized play methods may be included in the target game, such as arena battle, copy, battle (cs), racing, map walking, and the like. The appointed frame synchronization playing method can be a frame synchronization playing method which needs cheating identification in a target game, specifically the cheating identification needs to be carried out in which frame synchronization playing method, and the appointed frame synchronization playing method can be appointed by a developer according to requirements in a game design stage.
In this embodiment, when the game client detects that the trigger condition set for the specified frame synchronization play is triggered, behavior guidance information corresponding to the specified frame synchronization play may be acquired from the server, where the behavior guidance information is used to guide the client to perform an appropriate operation at an appropriate time to obtain an operation result. Illustratively, the behavior guidance information may include, but is not limited to: one or more target frame numbers, and operation information corresponding to each target frame number. In one example, the operation information may be specific designated game behavior, which is the behavior of the game player at the corresponding target frame number recorded by the server in advance. For example, if a real player performs some operations in a certain frame, the server may record the operations for subsequent provision to the client as operation information.
In other examples, the operational information may also be a simple random seed, where the same random seed may ensure that different game clients produce the same random result in the same random. For example, the target frame number may be a random action frame number, and the operation information may be an action of randomly specifying a frame, such as randomly selecting one frame number in every 100 frames as the target frame number, and then performing a random action from actions of walking, shooting, jumping, lying on the stomach, accelerating, escaping, aiming, changing guns, and the like.
The trigger condition set for the designated frame synchronization play method may be determined according to actual requirements, for example, the trigger condition may be triggered when a player enters the designated frame synchronization play method, that is, the trigger condition is the start of the designated frame synchronization play method; or, the triggering condition may be a timing triggering performed by using a timer, or a triggering (e.g., data exception reported by the client) caused by an operation result of the player meeting a certain setting, or a triggering performed several frames before the first target frame number, and so on.
The manner in which the client obtains the behavior guidance information corresponding to the specified frame synchronization playing method from the server may be that the client obtains the behavior guidance information in a request form, or that the behavior guidance information is actively issued by the server, which is not limited in this embodiment.
In one embodiment, step 110 may further include the steps of:
step 110-1, when a trigger condition set for a specified frame synchronization play of a target game is triggered, starting a robot program corresponding to the specified frame synchronization play.
Among them, the robot program may be a program that automatically performs some operations under certain conditions. The robot program can be a hidden robot program, and a game player does not sense the operation of the robot program, so that the cheating difficulty of the game player is improved. In the game design stage, if a developer wants to cheat and recognize a certain frame synchronization playing method, a robot program can be embedded in the frame synchronization playing method.
When the trigger condition set for the designated frame synchronization play of the target game is triggered, the game client can start the robot program corresponding to the designated frame synchronization play, and the robot program assists the server in detecting whether cheating exists in the current play.
It should be noted that the operation of each robot program is consistent in all clients of the on-the-spot game play, which is also a characteristic of the frame synchronization game.
And step 110-2, acquiring corresponding behavior guidance information from a server through the robot program according to the appointed frame synchronous playing method.
After the robot program is started, the corresponding behavior guidance information can be pulled to the game server according to the current specified frame synchronous playing method. In one implementation, the robot program may send an information acquisition request to the game server, where the information acquisition request may carry a play identifier of a currently specified frame synchronization play. After receiving the information acquisition request, the game server analyzes a play identifier of the current specified frame synchronous play from the request, then acquires preset behavior guidance information corresponding to the play according to the play identifier, and returns the behavior guidance information to the robot program.
Step 120, in the running process of the designated frame synchronization play, when a target frame corresponding to the target frame number is displayed, calculating an operation result corresponding to the operation information in the core data of the designated frame synchronization play.
In this step, the robot program starts participating in the game after acquiring the behavior guidance information corresponding to the currently designated frame synchronization play, and when the target frame corresponding to the target frame number is displayed, the robot program may calculate the operation result corresponding to the operation information.
Specifically, the operation result of the robot program is calculated by depending on core data of the current play, where the core data may include codes and configuration data of the current play and state data (such as positions of games, sensor data, etc.) of the current target frame, so that if the core data of the current play is tampered, the operation result obtained by the robot program is changed, thereby facilitating identification of the tampering. On the other hand, the robot program calculates the corresponding operation result only according to the operation information, and does not perform actual operation in the game, so that the game process and the game result of the current game player are not affected, and the core data is not changed. For example, the robot program can calculate the damage caused by the operation information such as an attack obstacle and a surreptitious attack participation character based on the operation information, but the damage is not executed, and thus the data change is not caused.
And step 130, reporting the operation result and the target frame number to a server, and judging whether the game client has cheating behaviors or not by the server according to the operation result.
In this step, after the robot program obtains the operation result corresponding to the target frame number, the corresponding operation result and the game player identifier of the current game client are reported to the server together, and the server determines whether the game player corresponding to the game player identifier has cheating behavior according to the received operation result.
In an implementation manner, after step 130, this embodiment may further include the following steps:
and when the appointed frame synchronous playing method is finished, stopping the robot program.
In this embodiment, the game client may stop the execution of the robot program when the designated frame sync play ends. Before the robot program stops running, all the obtained operation results are firstly ensured to be reported to the server.
In this embodiment, when the trigger condition set for the specified frame synchronization play of the target game is triggered, the game client may obtain corresponding behavior guidance information from the server according to the specified frame synchronization play, where the behavior guidance information includes one or more target frame numbers and operation information corresponding to each target frame number, so as to determine what operation is performed in which frames. In the running process of the appointed frame synchronization playing method, when the target frame corresponding to the target frame number is displayed, the game client can calculate the operation result corresponding to the operation information corresponding to the target frame number, then the operation result and the target frame number are reported to the server, the server judges whether the game player corresponding to the game client cheats according to the operation result, and the game client only calculates the operation result and does not actually execute specific operation, so that the process does not influence the game process and the game result, the operation result is the result obtained on the game core data, and the server can conveniently identify whether the game player cheats in the game process by actively reporting the operation result by the game client, and the detection efficiency of the cheating of the game is improved.
In addition, in the embodiment, the control logic of the behavior of the robot program makes it difficult for the player to cheat the hidden robot program, because the operation of the robot program is the same as the operation behavior of the real player, the bottom layer executes the same code, the codes all run in the same runtime environment, and the execution result of the codes depends on the data during the game runtime, different execution results can be caused if the codes, the memory data, the related configuration and the like are modified, different results can be generated in different game pairs, different times and the like by the same operation, and the player can hardly calculate the correct operation result to cheat by means of cheating, thereby improving the difficulty of cheating of the player.
Example two
Fig. 2 is a flowchart of an embodiment of a method for identifying cheating in a game according to a second embodiment of the present application, where the embodiment may be executed by a game server (hereinafter, may also be referred to as a server for short), and specifically includes the following steps:
step 210, when detecting that a trigger condition set for a specified frame synchronization play of a target game is triggered, issuing behavior guidance information corresponding to the specified frame synchronization play to at least two game clients corresponding to the specified frame synchronization play, where the behavior guidance information includes one or more target frame numbers and operation information corresponding to each target frame number.
When the method is realized, developers can configure behavior guidance information corresponding to various frame synchronization playing methods in advance and store the behavior guidance information in a behavior information database. The behavior information database may be stored locally in the server, or may be stored in the storage server, which is not limited in this embodiment.
When the server detects that the trigger condition set for the specified frame synchronization play of the target game is triggered, for example, when the server receives a behavior information acquisition request sent by the game client, the server may determine that the trigger condition is triggered, and then analyze the behavior information acquisition request to obtain a play identifier of the specified frame synchronization play currently started by the game client. And then searching corresponding behavior guidance information in a behavior information database according to the playing identifier, and returning the behavior guidance information to the game client.
Illustratively, the behavior guidance information includes one or more target frame numbers and operation information corresponding to each target frame number. In one example, the operation information may be specific designated game behavior, which is the behavior of the game player at the corresponding target frame number recorded by the server in advance. For example, if a real player performs some operations in a certain frame, the server may record the operations for subsequent provision to the client as operation information.
In other examples, the operational information may also be a simple random seed, where the same random seed would ensure that different game clients produce the same random result in the same random. For example, the target frame number may be a random action frame number, and the operation information may be an action of randomly specifying a frame, such as randomly selecting one frame number in every 100 frames as the target frame number, and then performing a random action from actions of walking, shooting, jumping, lying on the stomach, accelerating, escaping, aiming, changing guns, and the like.
Step 220, receiving operation results reported by each game client aiming at the behavior guidance information, wherein each operation result carries a corresponding target frame number.
In this embodiment, the operation result is a result obtained by performing calculation based on the operation information of the target frame number in the core data of the play when the target frame corresponding to the target frame number is displayed in the running process of the specified frame synchronization play after the client receives the behavior guidance information.
In an embodiment, the operation result reported by the client carries a target frame number and an identifier of a game player who logs in the client. In other embodiments, if the client performs the operation through the robot program and reports the operation result, the operation result may also carry an identifier of the robot program, that is, a robot identifier.
The design of the robot identifier may be determined according to actual requirements, for example, the robot identifier may be an identity identifier randomly generated by the server for the robot program when the game playing method is initialized, and the association relationship between the robot identifier and the game player identifier is recorded. As another example, the robot id may also be an id generated from a game player id, for example, if the game player id is a positive number, the corresponding robot id may be determined as the corresponding negative number (the game player id is subtracted from the value 0).
And step 230, judging whether the game client has cheating behaviors according to the operation result.
After the server obtains the operation results reported by the clients, whether the game cheating behavior exists can be judged according to the operation results reported by the clients in the same game playing method.
In one embodiment, step 230 may further include the steps of:
respectively comparing the operation result of each game client aiming at the current target frame number with a preset operation result corresponding to the target frame number, wherein the preset result is a result obtained by the server according to the operation information corresponding to the target frame number; and if the operation result inconsistent with the preset operation result exists, determining the game client corresponding to the operation result as the game client with cheating behavior.
In this embodiment, for an operation result corresponding to operation information corresponding to a certain target frame, the server may calculate, for example, how much blood is lost by a general attack operation may be calculated by the server, and the server may use the calculated result as a preset operation result, and then compare the received operation result with the preset operation result with the same frame number, and if the two operation results are consistent, it indicates that core data at the client side is not tampered; otherwise, if the two are not consistent, the core data of the client side is tampered, the client side has cheating suspicion, and the game player corresponding to the client side has cheating behaviors.
In other embodiments, the preset operation result may also be a result calculated by the client when the server runs the client locally on the server, so that if the server itself cannot calculate the operation result, the preset operation result may be determined in this manner.
In another embodiment, step 230 may further include the steps of:
judging whether the operation results of the same target frame number reported by at least three game clients corresponding to the appointed frame synchronization playing method are consistent or not; if the game client side is consistent with the cheating behavior, judging that no cheating behavior exists in the game client side; if not, the game client end which is not consistent with the operation results of other game client ends is determined as the game client end with cheating behaviors.
Specifically, the play core data of each client of the same frame synchronization play in the frame synchronization game are the same, and the behavior guidance information issued by the server to each game client is also consistent, so that the performances of each client are consistent. The core data are consistent, and the operation results generated by the robot program executing the same operation in the same frame of different clients are also consistent. If a certain game player cheats by changing the core data of the game, for example, tampering the code, running data, memory data, configuration, etc. of the client, the operation result reported by the client corresponding to the game player is different from other operation results. Based on the above, after receiving the operation results reported by the game clients corresponding to different game players in the same frame of synchronous play, the server can compare all the operation results and judge whether the operation results different from other operation results exist. And if all the operation results are consistent, the server judges that the current playing method has no cheating behavior and no game player cheats. On the contrary, if a certain operation result is different from other operation results (this embodiment is suitable for the case of at least three game players), the server may determine that the different operation result is a suspicious operation result, and determine that the game player corresponding to the suspicious operation result is a cheating game player.
In another embodiment, step 230 may further include the steps of:
counting the number of operation results reported by each game client before the designated frame synchronous playing method is finished; and if the number reported by a certain game client is inconsistent with the number of the operation information in the issued behavior guidance information, judging that the cheating behavior exists in the game client.
In this embodiment, before the current play is finished, the server may check whether the number of operation results reported by the robot program of each client is in accordance with the expectation. Specifically, if the number of the operation information in the behavior guidance information sent by the number of the operation results reported by the game client is inconsistent, it may also be determined that the game player corresponding to the game client cheats
It should be noted that, if the server can calculate an operation result corresponding to certain operation information, the cheating recognition may be performed by using the first embodiment; if the server cannot calculate the operation result of a certain operation, the cheating recognition can be performed by referring to the operation results of other players by using the second embodiment. In order to improve the accuracy of the identification, if it is preliminarily determined that there is no cheating action by using the first embodiment or the second embodiment, the cheating identification may be further performed by using the third embodiment.
In one embodiment, after step 230, the present application may further include the following steps:
and carrying out cheating treatment on the game client with the cheating behavior according to a preset cheating strategy.
The cheating processing mode may be determined according to actual business requirements, which is not limited in this embodiment. Illustratively, the cheating process may include, but is not limited to, one or a combination of:
correcting the cheating behaviors; pausing the game of the game player; other game players are notified of the cheating action.
In this embodiment, after the server issues the same behavior guidance information to each game client of the same frame of synchronous play game, the server may receive the operation result carrying the target frame number reported by each game client, and determine whether a game player cheats according to the operation result reported by each game client, thereby implementing cheating identification in the game process, and ensuring fairness of the game to the maximum extent through timely cheating detection.
EXAMPLE III
Fig. 3 is a block diagram of a structure of an embodiment of a device for identifying cheating in a game according to a third embodiment of the present application, where the device may be applied to a game client, and may include the following modules:
a behavior guidance information obtaining module 310, configured to, when a trigger condition set for a specified frame synchronization play of a target game is triggered, obtain corresponding behavior guidance information from a server according to the specified frame synchronization play, where the behavior guidance information includes one or more target frame numbers and operation information corresponding to each target frame number.
An operation result determining module 320, configured to calculate, in the running process of the specified frame synchronization play, an operation result corresponding to the operation information in core data of the specified frame synchronization play when a target frame corresponding to the target frame number is displayed.
An operation result reporting module 330, configured to report the operation result and the target frame number to a server, where the server determines, according to the operation result, whether the game client has a cheating behavior.
In one embodiment, the behavior guidance information obtaining module 310 may further include the following sub-modules:
the robot program starting submodule is used for starting the robot program corresponding to the appointed frame synchronous playing method when the triggering condition set for the appointed frame synchronous playing method of the target game is triggered;
and the information acquisition submodule is used for acquiring corresponding behavior guidance information from a server through the robot program according to the specified frame synchronization playing method.
In an embodiment, the operation result determining module 320 is specifically configured to:
calculating an operation result corresponding to the operation information in the core data of the specified frame synchronization playing method through the robot program;
the operation result reporting module 330 is specifically configured to:
and reporting the operation result and the target frame number to a server through the robot program.
In one embodiment, the apparatus further comprises:
and the robot program stopping module is used for stopping the robot program when the specified frame synchronous playing method is finished.
In one embodiment, the operation information includes: appointing a game behavior or a random seed, wherein the appointed game behavior is a behavior of a game player at a corresponding target frame number, which is recorded by a server in advance; the random seed is used for ensuring that different game clients generate the same random result in the same random.
The device for identifying the cheating game can execute the method for identifying the cheating game, and has the corresponding functional modules and the beneficial effects of the execution method.
Example four
Fig. 4 is a block diagram of an embodiment of a device for identifying cheating in a game according to a fourth embodiment of the present application, where the device may be applied to a game server, and may include the following modules:
a behavior guidance information issuing module 410, configured to issue behavior guidance information corresponding to a specified frame synchronization play method to at least two game clients corresponding to the specified frame synchronization play method when it is detected that a trigger condition set for the specified frame synchronization play method of a target game is triggered, where the behavior guidance information includes one or more target frame numbers and operation information corresponding to each target frame number;
an operation result receiving module 420, configured to receive an operation result reported by each game client for the behavior guidance information, where each operation result carries a corresponding target frame number, and the operation result is a result obtained by performing calculation on the basis of the operation information in core data of the specified frame synchronization play by the game client;
and the cheating identification module 430 is configured to determine whether a cheating action exists on the game client according to the operation result.
In one embodiment, the cheat identification module 430 is specifically configured to:
respectively comparing the operation result of each game client aiming at the current target frame number with a preset operation result corresponding to the target frame number, wherein the preset result is a result obtained by the server according to the operation information corresponding to the target frame number;
and if the operation result inconsistent with the preset operation result exists, determining the game client corresponding to the operation result as the game client with cheating behavior.
In one embodiment, the cheat identification module 430 is specifically configured to:
judging whether the operation results of the same target frame number reported by at least three game clients corresponding to the appointed frame synchronization playing method are consistent or not;
if the game client side is consistent with the cheating behavior, judging that no cheating behavior exists in the game client side;
if not, the game client end which is not consistent with the operation results of other game client ends is determined as the game client end with cheating behaviors.
In one embodiment, the cheat identification module 440 is specifically configured to:
counting the number of operation results reported by each game client before the designated frame synchronous playing method is finished;
and if the number reported by a certain game client is inconsistent with the number of the operation information in the issued behavior guidance information, judging that the cheating behavior exists in the game client.
In one embodiment, the apparatus further comprises:
and the cheating processing module is used for carrying out cheating processing on the game client side with the cheating behavior according to a preset cheating strategy.
In one embodiment, the cheating process includes, but is not limited to, one or a combination of:
correcting the cheating behaviors; pausing the game of the game player; other game players are notified of the cheating action.
In one embodiment, the operation result is a result obtained and reported by the robot program of the game client through calculation according to the operation information in the core data of the specified frame synchronization play method; the robot program is a program which is started when the game client detects that the trigger condition set for the specified frame synchronization play is triggered.
The device for identifying the cheating game can execute the two methods for identifying the cheating game, and has the corresponding functional modules and beneficial effects of the execution method.
EXAMPLE five
Fig. 5 is a schematic structural diagram of an electronic device according to a fifth embodiment of the present disclosure, as shown in fig. 5, the electronic device includes a processor 510, a memory 520, an input device 530, and an output device 540; the number of the processors 510 in the electronic device may be one or more, and one processor 510 is taken as an example in fig. 5; the processor 510, the memory 520, the input device 530 and the output device 540 in the electronic apparatus may be connected by a bus or other means, and the connection by the bus is exemplified in fig. 5.
The memory 520 is a computer-readable storage medium for storing software programs, computer-executable programs, and modules, such as program instructions/modules corresponding to the above-mentioned embodiments in the embodiments of the present application. The processor 510 executes various functional applications and data processing of the electronic device by executing software programs, instructions and modules stored in the memory 520, namely, implements the methods mentioned in the above method embodiments.
The memory 520 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application program required for at least one function; the storage data area may store data created according to the use of the terminal, and the like. Further, the memory 520 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid state storage device. In some examples, the memory 520 may further include memory located remotely from the processor 510, which may be connected to the device/terminal/server via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The input device 530 may be used to receive input numeric or character information and generate key signal inputs related to user settings and function control of the electronic apparatus. The output device 540 may include a display device such as a display screen.
EXAMPLE six
The sixth embodiment of the present application further provides a storage medium containing computer-executable instructions, which when executed by a computer processor, are used for executing the method in the above-mentioned method embodiment.
Of course, the storage medium provided in the embodiments of the present application contains computer-executable instructions, and the computer-executable instructions are not limited to the method operations described above, and may also perform related operations in the method provided in any embodiments of the present application.
From the above description of the embodiments, it is obvious for those skilled in the art that the present application can be implemented by software and necessary general hardware, and certainly can be implemented by hardware, but the former is a better embodiment in many cases. Based on such understanding, the technical solutions of the present application may be embodied in the form of a software product, which may be stored in a computer-readable storage medium, such as a floppy disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a FLASH Memory (FLASH), a hard disk or an optical disk of a computer, and includes several instructions for enabling an electronic device (which may be a personal computer, a server, or a network device) to execute the methods described in the embodiments of the present application.
It should be noted that, in the embodiment of the apparatus, the included units and modules are merely divided according to functional logic, but are not limited to the above division as long as the corresponding functions can be implemented; in addition, specific names of the functional units are only used for distinguishing one functional unit from another, and are not used for limiting the protection scope of the application.
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present application and the technical principles employed. It will be understood by those skilled in the art that the present application is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the application. Therefore, although the present application has been described in more detail with reference to the above embodiments, the present application is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present application, and the scope of the present application is determined by the scope of the appended claims.

Claims (16)

1. A method for identifying cheating in a game, the method being applied to a game client, the method comprising:
when a trigger condition set for a specified frame synchronization playing method of a target game is triggered, acquiring corresponding behavior guide information from a server according to the specified frame synchronization playing method, wherein the behavior guide information comprises one or more target frame numbers and operation information corresponding to each target frame number;
in the running process of the appointed frame synchronization playing method, when a target frame corresponding to the target frame number is displayed, calculating an operation result corresponding to the operation information in core data of the appointed frame synchronization playing method;
and reporting the operation result and the target frame number to a server, and judging whether the game client has cheating behaviors or not by the server according to the operation result.
2. The method of claim 1, wherein when a trigger condition set for a specified frame synchronization play of a target game is triggered, acquiring corresponding behavior guidance information from a server according to the specified frame synchronization play comprises:
when a trigger condition set for a specified frame synchronization play method of a target game is triggered, starting a robot program corresponding to the specified frame synchronization play method;
and acquiring corresponding behavior guidance information from a server through the robot program according to the specified frame synchronization playing method.
3. The method according to claim 2, wherein the calculating an operation result corresponding to the operation information in the core data of the specified frame synchronization play method includes:
calculating an operation result corresponding to the operation information in the core data of the specified frame synchronization playing method through the robot program;
reporting the operation result and the target frame number to a server, including:
and reporting the operation result and the target frame number to a server through the robot program.
4. The method according to claim 2 or 3, wherein after reporting the operation result and the target frame number to a server, the method further comprises:
and when the appointed frame synchronous playing method is finished, stopping the robot program.
5. The method according to any of claims 1-3, wherein the operational information comprises: appointing a game behavior or a random seed, wherein the appointed game behavior is a behavior of a game player at a corresponding target frame number, which is recorded by a server in advance; the random seed is used for ensuring that different game clients generate the same random result in the same random.
6. A method for identifying cheating in a game, the method being applied to a game server, the method comprising:
when detecting that a trigger condition set for a specified frame synchronization playing method of a target game is triggered, issuing behavior guide information corresponding to the specified frame synchronization playing method to at least two game clients corresponding to the specified frame synchronization playing method, wherein the behavior guide information comprises one or more target frame numbers and operation information corresponding to each target frame number;
receiving operation results reported by each game client aiming at the behavior guidance information, wherein each operation result carries a corresponding target frame number, and the operation results are calculated by the game clients in core data of the appointed frame synchronous playing method based on the operation information;
and judging whether the cheating behavior exists at the game client side according to the operation result.
7. The method of claim 6, wherein the determining whether cheating is present at the game client according to the operation result comprises:
respectively comparing the operation result of each game client aiming at the current target frame number with a preset operation result corresponding to the target frame number, wherein the preset result is a result obtained by the server according to the operation information corresponding to the target frame number;
and if the operation result inconsistent with the preset operation result exists, determining the game client corresponding to the operation result as the game client with cheating behavior.
8. The method of claim 6, wherein the determining whether cheating is present at the game client according to the operation result comprises:
judging whether the operation results of the same target frame number reported by at least three game clients corresponding to the appointed frame synchronization playing method are consistent or not;
if the game client side is consistent with the cheating behavior, judging that no cheating behavior exists in the game client side;
if not, the game client end which is not consistent with the operation results of other game client ends is determined as the game client end with cheating behaviors.
9. The method of claim 6, wherein the determining whether cheating is present at the game client according to the operation result comprises:
counting the number of operation results reported by each game client before the designated frame synchronous playing method is finished;
and if the number reported by a certain game client is inconsistent with the number of the operation information in the issued behavior guidance information, judging that the cheating behavior exists in the game client.
10. The method according to any one of claims 6-9, wherein after the determining whether the cheating action exists on the game client according to the operation result, the method further comprises:
and carrying out cheating treatment on the game client with the cheating behavior according to a preset cheating strategy.
11. The method of claim 10, wherein the cheating process includes, but is not limited to, one or a combination of:
correcting the cheating behaviors; pausing the game of the game player; other game players are notified of the cheating action.
12. The method according to claim 6, wherein the operation result is a result obtained and reported by the robot program of the game client through calculation according to the operation information in the core data of the designated frame synchronization play method; the robot program is a program which is started when the game client detects that the trigger condition set for the specified frame synchronization play is triggered.
13. An apparatus for cheat game identification, wherein the apparatus is applied in a game client, the apparatus comprising:
the behavior guidance information acquisition module is used for acquiring corresponding behavior guidance information from a server according to a specified frame synchronization playing method when a trigger condition set for the specified frame synchronization playing method of a target game is triggered, wherein the behavior guidance information comprises one or more target frame numbers and operation information corresponding to each target frame number;
an operation result determining module, configured to calculate, in a running process of the specified frame synchronization play, an operation result corresponding to the operation information in core data of the specified frame synchronization play when a target frame corresponding to the target frame number is displayed;
and the operation result reporting module is used for reporting the operation result and the target frame number to a server, and the server judges whether the game client side has cheating behaviors according to the operation result.
14. An apparatus for cheat game identification, wherein the apparatus is applied in a game server, the apparatus comprising:
the action guidance information issuing module is used for issuing action guidance information corresponding to the appointed frame synchronization playing method to at least two game clients corresponding to the appointed frame synchronization playing method when detecting that a trigger condition set for the appointed frame synchronization playing method of the target game is triggered, wherein the action guidance information comprises one or more target frame numbers and operation information corresponding to each target frame number;
an operation result receiving module, configured to receive an operation result reported by each game client for the behavior guidance information, where each operation result carries a corresponding target frame number, and the operation result is a result obtained by performing calculation on the basis of the operation information in core data of the designated frame synchronization play by the game client;
and the cheating identification module is used for judging whether the cheating behavior exists at the game client side according to the operation result.
15. An electronic device, characterized in that the electronic device comprises:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the method of any one of claims 1-12.
16. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the method according to any one of claims 1-12.
CN202110313721.8A 2021-03-24 2021-03-24 Game cheating identification method and device Pending CN112999661A (en)

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Application publication date: 20210622