CN115054928A - Negative game detection method, device, server and storage medium - Google Patents
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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Abstract
Description
技术领域technical field
本发明涉及游戏技术领域,具体而言,涉及一种消极游戏检测方法、装置、服务器及存储介质。The present invention relates to the technical field of games, and in particular, to a passive game detection method, device, server and storage medium.
背景技术Background technique
随着互联网技术的发展,网络游戏越来越受到广大网友的喜爱,丰富了人们的业余生活。With the development of Internet technology, online games are more and more popular among netizens, enriching people's spare time life.
但是,在团队游戏过程中,一些玩家经常会出现消极行为,消极行为对其他玩家完成游戏任务造成了巨大的困难,甚至可能直接导致游戏任务失败,影响其他玩家的正常游戏体验。However, in the process of team games, some players often have negative behaviors. Negative behaviors cause great difficulties for other players to complete game tasks, and may even directly lead to game task failures, affecting the normal game experience of other players.
现有的消极游戏检测方法中,往往是由客户端主动向服务端发送玩家的消极行为,玩家可以通过多次游戏采用试错法掌握消极行为检测机制,以便绕过该消极行为检测机制,或者采用外挂避免客户端上报消极行为,从而逃避游戏惩罚。In the existing negative game detection methods, the client often sends the player's negative behavior to the server actively. Players can use the trial-and-error method to master the negative behavior detection mechanism through multiple games in order to bypass the negative behavior detection mechanism, or Use plug-ins to prevent the client from reporting negative behaviors, thereby evading game punishment.
发明内容SUMMARY OF THE INVENTION
本发明的目的在于,针对上述现有技术中的不足,提供一种消极游戏检测方法、装置、服务器及存储介质,以便避免玩家逃避因消极行为带来的游戏惩罚,提高其他玩家的游戏体验。The purpose of the present invention is to provide a passive game detection method, device, server and storage medium in view of the above deficiencies in the prior art, so as to prevent players from escaping game punishments caused by passive behaviors and improve the game experience of other players.
为实现上述目的,本发明实施例采用的技术方案如下:To achieve the above purpose, the technical solutions adopted in the embodiments of the present invention are as follows:
第一方面,本发明实施例提供了一种消极游戏检测方法,所述方法包括:In a first aspect, an embodiment of the present invention provides a passive game detection method, the method comprising:
接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的所述第一预设操作行为用于指证所述每个玩家不存在针对所述游戏任务的消极行为;Receive the first preset operation behavior sent by the clients of multiple players who perform the same game task; the first preset operation behavior sent by the client of each player is used to prove that each player does not exist against the Negative behavior of game tasks;
根据所述每个玩家的客户端发送的所述第一预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。According to the number of the first preset operation behaviors sent by the client of each player, it is determined whether each player has a passive game behavior with respect to the game task.
可选的,所述接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为,包括:Optionally, the receiving the first preset operation behavior sent by the clients of multiple players performing the same game task includes:
接收所述每个玩家的客户端发送的所述第一预设操作行为以及所述第一预设操作行为的输入时间;receiving the first preset operation behavior and the input time of the first preset operation behavior sent by the client of each player;
根据所述第一预设操作行为的输入时间,从所述第一预设操作行为中确定目标操作行为;determining a target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior;
所述根据所述每个玩家的客户端发送的所述第一预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为,包括:The determining, according to the number of the first preset operation behaviors sent by the client of each player, whether the each player has a passive game behavior for the game task, includes:
根据所述目标操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。According to the number of the target operation behaviors, it is determined whether each player has a passive game behavior for the game task.
可选的,所述根据所述第一预设操作行为的输入时间,从所述第一预设操作行为中确定目标操作行为之前,所述方法还包括:Optionally, before the target operation behavior is determined from the first preset operation behavior according to the input time of the first preset operation behavior, the method further includes:
接收所述每个玩家的客户端发送的所述每个玩家的受控虚拟对象的执行动作以及所述执行动作的执行时间;receiving the execution action of the controlled virtual object of each player and the execution time of the execution action sent by the client of each player;
所述根据所述第一预设操作行为的输入时间,从所述第一预设操作行为中确定目标操作行为,包括:The determining the target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior includes:
根据所述第一预设操作行为的输入时间、所述执行动作以及所述执行动作的执行时间,从所述第一预设操作行为中确定所述目标操作行为。The target operation behavior is determined from the first preset operation behavior according to the input time of the first preset operation behavior, the execution action, and the execution time of the execution action.
可选的,所述接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为之前,所述方法还包括:Optionally, before receiving the first preset operation behavior sent by the clients of multiple players performing the same game task, the method further includes:
向所述每个玩家的客户端发送所述第一预设操作行为的类型。The type of the first preset operation behavior is sent to the client of each player.
可选的,所述根据所述每个玩家的客户端发送的所述第一预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为之前,所述方法还包括:Optionally, before determining whether each player has a passive game behavior for the game task according to the number of the first preset operation behaviors sent by the client of each player, the method Also includes:
接收所述每个玩家的客户端发送的所述每个玩家的受控虚拟对象执行的第一预设游戏事件,所述第一预设游戏事件为执行所述游戏任务的游戏事件;receiving a first preset game event executed by the controlled virtual object of each player and sent by the client of each player, where the first preset game event is a game event for executing the game task;
所述根据所述每个玩家的客户端发送的所述第一预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为,包括:The determining, according to the number of the first preset operation behaviors sent by the client of each player, whether the each player has a passive game behavior for the game task, includes:
根据所述第一预设操作行为的数量以及所述第一预设游戏事件的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。According to the number of the first preset operation behaviors and the number of the first preset game events, it is determined whether each player has a passive game behavior for the game task.
可选的,所述接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为之前,所述方法还包括:Optionally, before receiving the first preset operation behavior sent by the clients of multiple players performing the same game task, the method further includes:
为所述每个玩家配置第一标记,所述第一标记用于表征所述每个玩家针对所述游戏任务存在消极游戏的行为;configuring a first mark for each player, the first mark being used to represent that each player has a passive game behavior for the game task;
所述根据所述每个玩家的客户端发送的所述第一预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为之后,所述方法还包括:After determining, according to the number of the first preset operation behaviors sent by the client of each player, whether the each player has a passive game behavior for the game task, the method further includes:
若所述每个玩家不存在针对所述游戏任务的消极行为,则更新所述第一标记,以指示所述每个玩家不存在针对所述游戏任务的消极行为。The first flag is updated to indicate that each player has no negative behavior with respect to the game task if the each player has no negative behavior with respect to the game task.
可选的,所述更新所述第一标记,包括:Optionally, the updating the first mark includes:
取消所述第一标记,或者,将所述第一标记更换为第二标记,所述第二标记用于表征所述每个玩家针对所述游戏任务不存在消极游戏的行为。Cancel the first mark, or replace the first mark with a second mark, where the second mark is used to represent that each player has no passive game behavior for the game task.
可选的,所述方法还包括:Optionally, the method further includes:
接收执行所述游戏任务的多个玩家的客户端发送的第二预设操作行为;所述多个玩家的客户端发送的所述第二预设操作行为用于指证所述每个玩家存在针对所述游戏任务的消极行为;Receive the second preset operation behavior sent by the clients of the multiple players performing the game task; the second preset operation behavior sent by the clients of the multiple players is used to prove that each player has a target for the negative behavior of the game task;
根据所述第一预设操作行为的数量和所述第二预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。According to the number of the first preset operation behaviors and the number of the second preset operation behaviors, it is determined whether each player has a passive game behavior for the game task.
可选的,所述根据所述第一预设操作行为的数量和所述第二预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为之前,所述方法还包括:Optionally, before determining, according to the number of the first preset operation behaviors and the number of the second preset operation behaviors, whether each player has a passive game behavior for the game task, the Methods also include:
接收所述每个玩家的客户端发送的所述每个玩家的受控虚拟对象执行的第二预设游戏事件,所述第二预设游戏事件为执行不属于所述游戏任务的游戏事件;receiving a second preset game event sent by the client of each player and executed by the controlled virtual object of each player, where the second preset game event is a game event that does not belong to the game task;
所述根据所述第一预设操作行为的数量和所述第二预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为,包括:The determining, according to the number of the first preset operation behaviors and the number of the second preset operation behaviors, whether each player has a passive game behavior for the game task includes:
根据所述第一预设操作行为的数量、第二预设操作行为的数量、所述第一预设游戏事件的数量和所述第二预设游戏事件的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。According to the number of the first preset operation behaviors, the number of the second preset operation behaviors, the number of the first preset game events, and the number of the second preset game events, it is determined that the Whether the game task has passive game behavior.
第二方面,本发明实施例还提供一种消极游戏检测装置,所述装置包括:In a second aspect, an embodiment of the present invention further provides a passive game detection device, the device comprising:
操作行为接收模块,用于接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的所述第一预设操作行为用于指证所述每个玩家不存在针对所述游戏任务的消极行为;The operation behavior receiving module is used to receive the first preset operation behavior sent by the clients of multiple players who perform the same game task; the first preset operation behavior sent by the client of each player is used to prove that each player players have no negative behavior in relation to said game task;
消极行为确定模块,用于根据所述每个玩家的客户端发送的所述第一预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。A passive behavior determination module, configured to determine whether each player has a passive game behavior for the game task according to the number of the first preset operation behaviors sent by the client of each player.
可选的,所述操作行为接收模块,包括:Optionally, the operation behavior receiving module includes:
操作行为接收单元,用于接收所述每个玩家的客户端发送的所述第一预设操作行为以及所述第一预设操作行为的输入时间;an operation behavior receiving unit, configured to receive the first preset operation behavior and the input time of the first preset operation behavior sent by the client of each player;
操作行为确定单元,用于根据所述第一预设操作行为的输入时间,从所述第一预设操作行为中确定目标操作行为;an operation behavior determination unit, configured to determine a target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior;
所述消极行为确定模块,具体用于根据所述目标操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。The negative behavior determination module is specifically configured to determine whether each player has a negative game behavior for the game task according to the number of the target operation behaviors.
可选的,所述装置还包括:Optionally, the device further includes:
执行动作接收单元,用于接收所述每个玩家的客户端发送的所述每个玩家的受控虚拟对象的执行动作以及所述执行动作的执行时间;an execution action receiving unit, configured to receive the execution action of the controlled virtual object of each player and the execution time of the execution action sent by the client of each player;
所述操作行为确定单元,具体用于根据所述第一预设操作行为的输入时间、所述执行动作以及所述执行动作的执行时间,从所述第一预设操作行为中确定所述目标操作行为。The operation behavior determination unit is specifically configured to determine the target from the first preset operation behavior according to the input time of the first preset operation behavior, the execution action, and the execution time of the execution action operational behavior.
可选的,所述装置还包括:Optionally, the device further includes:
行为类型发送模块,用于向所述每个玩家的客户端发送的所述第一预设操作行为的类型。A behavior type sending module, configured to send the type of the first preset operation behavior to the client of each player.
可选的,所述装置还包括:Optionally, the device further includes:
游戏事件接收模块,用于接收所述每个玩家的客户端发送的所述每个玩家的受控虚拟对象执行的第一预设游戏事件,所述第一预设游戏事件为执行所述游戏任务的游戏事件;A game event receiving module, configured to receive a first preset game event executed by the controlled virtual object of each player and sent by the client of each player, where the first preset game event is executing the game The game event of the quest;
所述消极行为确定模块,具体用于根据所述第一预设操作行为的数量以及所述第一预设游戏事件的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。The passive behavior determination module is specifically configured to determine whether each player has a passive game behavior for the game task according to the number of the first preset operation behaviors and the number of the first preset game events .
可选的,所述装置还包括:Optionally, the device further includes:
标记模块,用于为所述每个玩家配置第一标记,所述第一标记用于表征所述每个玩家针对所述游戏任务存在消极游戏的行为;a marker module, configured to configure a first marker for each player, where the first marker is used to represent that each player has a passive game behavior for the game task;
标记更新模块,用于若所述每个玩家不存在针对所述游戏任务的消极行为,则更新所述第一标记,以指示所述每个玩家不存在针对所述游戏任务的消极行为。A flag updating module, configured to update the first flag to indicate that each player does not have a negative behavior for the game task if the each player does not have a negative behavior for the game task.
可选的,所述标记更新模块,用于取消所述第一标记,或者,将所述第一标记更换为第二标记,所述第二标记用于表征所述每个玩家针对所述游戏任务不存在消极游戏的行为。Optionally, the mark update module is configured to cancel the first mark, or replace the first mark with a second mark, and the second mark is used to indicate that each player has a target for the game. Quests do not have passive play behaviors.
可选的,所述操作行为接收模块,还用于接收执行所述游戏任务的多个玩家的客户端发送的第二预设操作行为;所述多个玩家的客户端发送的所述第二预设操作行为用于指证所述每个玩家存在针对所述游戏任务的消极行为;Optionally, the operation behavior receiving module is further configured to receive a second preset operation behavior sent by the clients of multiple players performing the game task; the second preset operation behavior sent by the clients of the multiple players The preset operation behavior is used to prove that each player has a negative behavior for the game task;
所述消极行为确定模块,还用于根据所述第一预设操作行为的数量和所述第二预设操作行为的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。The negative behavior determination module is further configured to determine whether each player has a negative game behavior for the game task according to the number of the first preset operation behavior and the number of the second preset operation behavior .
可选的,所述游戏事件接收模块,具体用于接收所述每个玩家的客户端发送的所述每个玩家的受控虚拟对象执行的第二预设游戏事件,所述第二预设游戏事件为执行不属于所述游戏任务的游戏事件;Optionally, the game event receiving module is specifically configured to receive a second preset game event executed by the controlled virtual object of each player and sent by the client of each player. The game event is the execution of the game event that does not belong to the game task;
所述消极行为确定模块,具体用于根据所述第一预设操作行为的数量、第二预设操作行为的数量、所述第一预设游戏事件的数量和所述第二预设游戏事件的数量,确定所述每个玩家针对所述游戏任务是否存在消极游戏的行为。The negative behavior determination module is specifically configured to determine the number of the first preset operation behaviors, the number of the second preset operation behaviors, the number of the first preset game events and the second preset game events according to the number of the first preset operation behaviors. determine whether each player has a passive game behavior for the game task.
第三方面,本发明实施例还提供一种消极游戏检测服务器,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的程序指令,当消极游戏检测服务器运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述程序指令,以执行如上述第一方面任一所述的消极游戏检测方法的步骤。In a third aspect, an embodiment of the present invention further provides a passive game detection server, including: a processor, a storage medium, and a bus, where the storage medium stores program instructions executable by the processor, when the passive game detection server runs , the processor communicates with the storage medium through a bus, and the processor executes the program instructions to execute the steps of the passive game detection method according to any one of the first aspect above.
第四方面,本发明实施例还提供一种计算机可读存储介质,所述存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如上述第一方面任一所述的消极游戏检测方法的步骤。In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, where a computer program is stored on the storage medium, and when the computer program is run by a processor, the passive game according to any one of the first aspect above is executed. The steps of the detection method.
本发明的有益效果是:The beneficial effects of the present invention are:
本发明提供一种消极游戏检测方法、装置、服务器及存储介质,其中,该方法包括:接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为,每个玩家的客户端发送的第一预设操作行为用于指证每个玩家不存在针对游戏任务的消极行为,根据每个玩家的客户端发送的第一预设操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。本发明通过接收客户端发送的用于指证玩家不存在针对游戏任务的消极行为的第一预设操作行为,判断玩家针对游戏任务是否存在消极游戏的行为,由于本发明中未定义消极行为检测机制,使得玩家不能通过试错法确定消极行为检测机制,也就不能输入消极行为检测机制中未定义的其他消极行为;且由于本发明上报的第一预设操作行为不是消极行为,也就无法通过外挂不上报消极行为,从而避免玩家逃避因消极行为带来的游戏惩罚,提高其他玩家的游戏体验。The present invention provides a passive game detection method, device, server and storage medium, wherein the method includes: receiving a first preset operation behavior sent by clients of multiple players performing the same game task; The first preset operation behavior sent is used to prove that each player does not have negative behaviors for the game task, and according to the number of the first preset operation behaviors sent by the client of each player, it is determined whether each player exists for the game task. Negative gaming behavior. The present invention determines whether the player has a negative game behavior for the game task by receiving the first preset operation behavior sent by the client to prove that the player does not have a negative behavior against the game task. Since the negative behavior detection mechanism is not defined in the present invention , so that the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors that are not defined in the negative behavior detection mechanism; and since the first preset operation behavior reported by the present invention is not a negative behavior, it cannot pass the Plug-ins do not report negative behaviors, so as to prevent players from escaping game penalties caused by negative behaviors, and improve the game experience of other players.
附图说明Description of drawings
为了更清楚地说明本发明实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本发明的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。In order to illustrate the technical solutions of the embodiments of the present invention more clearly, the following briefly introduces the accompanying drawings used in the embodiments. It should be understood that the following drawings only show some embodiments of the present invention, and therefore do not It should be regarded as a limitation of the scope, and for those of ordinary skill in the art, other related drawings can also be obtained according to these drawings without any creative effort.
图1为本发明实施例提供的一种网络架构的结构示意图;1 is a schematic structural diagram of a network architecture according to an embodiment of the present invention;
图2为本发明提供的一种消极游戏检测方法的流程示意图;2 is a schematic flowchart of a passive game detection method provided by the present invention;
图3为本发明实施例提供的另一种消极游戏检测方法的流程示意图;3 is a schematic flowchart of another passive game detection method provided by an embodiment of the present invention;
图4为本发明实施例提供的再一种消极游戏检测方法的流程示意图;4 is a schematic flowchart of still another passive game detection method provided by an embodiment of the present invention;
图5为本发明实施例提供的又一种消极游戏检测方法的流程示意图;5 is a schematic flowchart of another passive game detection method provided by an embodiment of the present invention;
图6为本发明实施例提供的又另一种消极游戏检测方法的流程示意图;6 is a schematic flowchart of yet another passive game detection method provided by an embodiment of the present invention;
图7为本发明实施例提供的又再一种消极游戏检测方法的流程示意图;7 is a schematic flowchart of yet another passive game detection method provided by an embodiment of the present invention;
图8为本发明实施例提供的又还一种消极游戏检测方法的流程示意图;8 is a schematic flowchart of yet another passive game detection method provided by an embodiment of the present invention;
图9为本发明实施例提供的一种消极游戏检测装置的结构示意图;9 is a schematic structural diagram of a passive game detection device according to an embodiment of the present invention;
图10为本发明提供的消极游戏检测服务器的示意图。FIG. 10 is a schematic diagram of a passive game detection server provided by the present invention.
具体实施方式Detailed ways
为使本发明实施例的目的、技术方案和优点更加清楚,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。In order to make the purposes, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments These are some embodiments of the present invention, but not all embodiments.
因此,以下对在附图中提供的本发明的实施例的详细描述并非旨在限制要求保护的本发明的范围,而是仅仅表示本发明的选定实施例。基于本发明中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。Thus, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the invention as claimed, but is merely representative of selected embodiments of the invention. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.
本发明的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本发明的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。The terms "first", "second" and the like in the description and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It is to be understood that the data so used may be interchanged under appropriate circumstances such that the embodiments of the invention described herein can be practiced in sequences other than those illustrated or described herein. Furthermore, the terms "comprising" and "having" and any variations thereof, are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those expressly listed Rather, those steps or units may include other steps or units not expressly listed or inherent to these processes, methods, products or devices.
需要说明的是,在不冲突的情况下,本发明的实施例中的特征可以相互结合。It should be noted that the features in the embodiments of the present invention may be combined with each other without conflict.
目前,在团队游戏过程中,一些玩家经常会出现消极行为,例如挂机、使用外挂、做出与游戏任务相反的游戏行为等,这些消极行为对其他玩家完成游戏任务造成了巨大的困难,甚至可能直接导致游戏任务失败,影响其他玩家的正常游戏体验,久而久之,将会造成玩家的流失。At present, in the process of team games, some players often have negative behaviors, such as hanging up, using plug-ins, making game behaviors contrary to game tasks, etc. These negative behaviors cause great difficulties for other players to complete game tasks, and may even It directly leads to the failure of game tasks and affects the normal game experience of other players. Over time, it will cause the loss of players.
现有的消极行为检测,一方面是通过玩家之间的举报,另一方面是通过在客户端设置消极行为检测机制对消极行为进行检测,并将检测到的消极行为上报至服务端,以通过服务端对客户端的消极行为做出惩罚判定。但是,通过客户端的消极行为检测机制对消极行为进行检测,玩家可以通过多次游戏采用试错法掌握消极行为检测机制,以便绕过该消极行为检测机制;而通过客户端将检测到的消极行为上报至服务端,玩家也可以采用外挂避免客户端上报消极行为,从而使得玩家逃避游戏惩罚,导致其他玩家的游戏体验变差。The existing negative behavior detection, on the one hand, is through reports between players, and on the other hand, the negative behavior is detected by setting up a negative behavior detection mechanism on the client side, and the detected negative behavior is reported to the server, so as to pass the negative behavior detection mechanism. The server makes a penalty decision for the client's negative behavior. However, by detecting negative behaviors through the client's negative behavior detection mechanism, players can master the negative behavior detection mechanism through trial and error through multiple games, so as to bypass the negative behavior detection mechanism; After reporting to the server, players can also use plug-ins to avoid negative behaviors reported by the client, so that players can avoid game punishment and cause other players' gaming experience to deteriorate.
针对现有技术的上述问题,本发明提出了如下技术构思:通过接收客户端发送的用于指证玩家不存在针对游戏任务的消极行为的第一预设操作行为,判断玩家是否存在消极行为,使得玩家不能通过试错法确定消极行为检测机制,也无法通过外挂避免不上报消极行为,从而避免玩家逃避因消极行为带来的游戏惩罚,提高其他玩家的游戏体验。In view of the above-mentioned problems of the prior art, the present invention proposes the following technical concept: by receiving the first preset operation behavior sent by the client to prove that the player does not have negative behaviors for game tasks, it is judged whether the player has negative behaviors, so that Players cannot determine the negative behavior detection mechanism through trial and error, nor can they avoid not reporting negative behaviors through plug-ins, so as to prevent players from escaping game punishments caused by negative behaviors and improve the game experience of other players.
在对本发明提供的消极游戏检测方法、装置、设备及存储介质进行详细介绍之前,先对本发明所针对的网络架构进行说明。Before the detailed introduction of the passive game detection method, device, device and storage medium provided by the present invention, the network architecture targeted by the present invention will be described first.
请参考图1,为本发明实施例提供的一种网络架构的结构示意图,如图1所示,该网络架构包括:终端设备10、游戏逻辑服务器20和消极游戏检测服务器30。Please refer to FIG. 1 , which is a schematic structural diagram of a network architecture provided by an embodiment of the present invention. As shown in FIG. 1 , the network architecture includes: a terminal device 10 , a game logic server 20 , and a passive
其中,终端设备10上安装并运行有客户端,客户端中设置有多个计时器子节点,每个计数器子节点用于检测在一场游戏任务中,玩家通过终端设备10的图形用户界面输入的一种操作行为。A client is installed and running on the terminal device 10, and a plurality of timer sub-nodes are set in the client, and each counter sub-node is used to detect that in a game task, the player inputs input through the graphical user interface of the terminal device 10 an operational behavior.
游戏逻辑服务器20和消极游戏检测服务器30可以集成在同一台物理服务器上,也可以分布在不同的物理服务器上。游戏逻辑服务器20与终端设备10通信连接,游戏逻辑服务器30中定义有运行游戏的预设游戏逻辑,游戏逻辑服务器30接收客户端发送的预设操作行为,并通过运行预设游戏逻辑,执行预设操作行为对应的操作指令,控制玩家的受控虚拟对象执行对应的动作或游戏事件。The game logic server 20 and the passive
更进一步地,游戏逻辑服务器20中设置有多个行为检测子节点,每个行为检测子节点用于检测一场游戏任务中,玩家的受控虚拟对象的一种执行动作或者一种游戏事件。Furthermore, the game logic server 20 is provided with a plurality of behavior detection sub-nodes, and each behavior detection sub-node is used to detect an execution action or a game event of the player's controlled virtual object in a game task.
消极游戏检测服务器30与游戏逻辑服务器20通信连接,以接收客户端通过游戏逻辑服务器20发送的预设操作行为以及游戏逻辑服务器20检测的受控虚拟对象的执行动作和游戏事件,并根据预设操作行为、受控虚拟对象的执行动作和/或游戏事件,确定每个玩家针对游戏任务是否存在消极游戏的行为。The passive
在上述介绍内容的基础上,下面对本发明提供的消极游戏检测方法、装置、服务器及存储介质进行详细介绍。On the basis of the above-mentioned content, the following describes the passive game detection method, device, server and storage medium provided by the present invention in detail.
请参考图2,为本发明提供的一种消极游戏检测方法的流程示意图,如图2所示,该方法包括:Please refer to FIG. 2, which is a schematic flowchart of a passive game detection method provided by the present invention. As shown in FIG. 2, the method includes:
S21:接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的第一预设操作行为用于指证每个玩家不存在针对游戏任务的消极行为。S21: Receive the first preset operation behavior sent by the clients of multiple players who execute the same game task; the first preset operation behavior sent by the client of each player is used to prove that each player does not have negative attitudes towards the game task Behavior.
一般地,在终端设备上运行一多人组队竞技类游戏的客户端,多个玩家组队执行同一游戏任务,通过终端设备的图形用户界面输入预设操作行为,以完成该游戏任务取得胜利获取游戏奖励。一般情况下,将挂机或使用外挂的行为视为消极行为,挂机是指玩家放弃游戏长时间没有任何动作的行为,使用外挂是指玩家在客户端中安装外挂程序,通过外挂程序代替玩家的人为操作。本实施例中,第一预设操作行为用于指示并证明玩家不存在针对游戏任务的消极行为,因此,第一预设操作行为可以是与挂机或者使用外挂的行为相反的行为,即短时间内通过终端设备的图形用户界面输入操作的行为。客户端通过检测玩家通过终端设备的图形用户界面输入的第一预设操作行为,或者通过检测客户端接收到的操作指令来确定玩家通过终端设备的图形用户界面输入的第一预设操作行为,并将该第一预设操作行为通过游戏逻辑服务器发送给消极游戏检测服务器。Generally, a client of a multi-player team competitive game is run on a terminal device, multiple players team up to perform the same game task, and input preset operation behaviors through the graphical user interface of the terminal device to complete the game task and win Get game rewards. Under normal circumstances, the behavior of hanging up or using plug-ins is regarded as a negative behavior. Hang-up refers to the behavior of the player giving up the game without any action for a long time. Using plug-in means that the player installs the plug-in program in the client and replaces the player with the plug-in program. operate. In this embodiment, the first preset operation behavior is used to indicate and prove that the player does not have negative behaviors for game tasks. Therefore, the first preset operation behavior may be the opposite behavior to the behavior of hanging up or using plug-ins, that is, for a short period of time. The behavior of input operations through the graphical user interface of the terminal device. The client determines the first preset operation behavior input by the player through the graphical user interface of the terminal device by detecting the first preset operation behavior input by the player through the graphical user interface of the terminal device, or by detecting the operation instruction received by the client device, The first preset operation behavior is sent to the passive game detection server through the game logic server.
在一种可选实施例中,第一预设操作行为包括:用于控制玩家的受控虚拟对象的操作行为和不具备控制作用的操作行为。其中,用于控制玩家的受控虚拟对象的操作行为用于生成对应的操作指令,以控制受控虚拟对象在游戏场景中执行操作指令对应的行为,例如移动操作行为用于生成移动操作指令,控制受控虚拟对象在游戏场景中进行移动,跳跃操作行为用于生成跳跃操作指令,控制受控虚拟对象在游戏场景中进行跳跃,当然,还包括其他类型的用于控制受控虚拟对象执行对应行为的操作行为,也包含在本发明所限制的第一预设操作行为的范围内,在此不做赘述。In an optional embodiment, the first preset operation behavior includes: an operation behavior for controlling the controlled virtual object of the player and an operation behavior without a control function. Wherein, the operation behavior of the controlled virtual object used to control the player is used to generate corresponding operation instructions, so as to control the controlled virtual object to execute the behavior corresponding to the operation instruction in the game scene, for example, the movement operation behavior is used to generate the movement operation instruction, Control the controlled virtual object to move in the game scene, the jump operation behavior is used to generate jump operation instructions, and control the controlled virtual object to jump in the game scene. The operation behavior of the behavior is also included in the scope of the first preset operation behavior limited by the present invention, and details are not described here.
不具备控制作用的操作行为可以为互动行为,例如语音交互行为、打字交互行为或者快速指令输入行为等。其中,语音交互行为是玩家通过图形用户界面上的语音输入控件输入语音的行为,文字交互行为是玩家通过图形用户界面上的文字输入控件输入文字的行为,快速指令输入行为是玩家通过图形用户界面上提供的快速指令控制输入快速指令的行为,快速指令例如可以为“来我这里集合”“我这里有物资”等。The operation behavior that does not have a control function may be an interactive behavior, such as a voice interactive behavior, a typing interactive behavior, or a quick command input behavior. Among them, the voice interaction behavior is the player's behavior of inputting voice through the voice input control on the GUI, the text interaction behavior is the player's behavior of inputting text through the text input control on the GUI, and the quick command input behavior is the player's behavior through the GUI The quick command provided on the above controls the behavior of inputting the quick command. For example, the quick command can be "come here to gather", "I have supplies here" and so on.
进一步地,在接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为之前,该方法还包括:Further, before receiving the first preset operation behavior sent by the clients of multiple players performing the same game task, the method further includes:
向每个玩家的客户端发送第一预设操作行为的类型。The type of the first preset operation behavior is sent to each player's client.
本实施例中,消极游戏检测服务器中预先定义有多种消极游戏检测策略,不同的消极游戏检测策略所要检测的第一预设操作行为的类型不同,通过消极游戏检测服务器输入消极游戏检测策略,以根据该消极游戏检测策略对应的第一预设操作行为的类型,并通过游戏逻辑服务器将该第一预设操作行为的类型发送至每个玩家的客户端,以使得每个玩家的客户端根据第一预设操作行为的类型,对终端设备的图形用户界面输入的操作行为进行检测,以确定第一预设操作行为。更优地情况下,可以根据预先规定的消极游戏检测力度,决定消极游戏检测策略,不同的检测力度下,消极游戏检测策略所覆盖的第一预设操作行为的类型数量不同,检测力度越高,第一预设操作行为的类型数量越多。In this embodiment, a variety of passive game detection strategies are predefined in the passive game detection server. Different passive game detection strategies need to detect different types of the first preset operation behavior. The passive game detection strategy is input through the passive game detection server. According to the type of the first preset operation behavior corresponding to the passive game detection strategy, and send the type of the first preset operation behavior to each player's client through the game logic server, so that each player's client According to the type of the first preset operation behavior, the operation behavior input by the graphical user interface of the terminal device is detected to determine the first preset operation behavior. In a more optimal situation, a negative game detection strategy can be determined according to a predetermined negative game detection strength. Under different detection strengths, the number of types of the first preset operation behaviors covered by the negative game detection strategy is different, and the higher the detection strength is. , the greater the number of types of the first preset operation behavior.
S51:根据每个玩家的客户端发送的第一预设操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。S51 : According to the number of first preset operation actions sent by the client of each player, determine whether each player has a passive game action for the game task.
本实施例中,消极游戏检测服务器在接收到客户端通过游戏逻辑服务器发送的第一预设操作行为后,根据第一预设操作行为的数量和预设的消极行为数量阈值,确定每个玩家针对游戏任务是否存在消极游戏的行为。若第一预设操作行为的数量大于或等于消极行为数量阈值,则确定针对游戏任务不属于消极行为的第一预设操作行为的数量满足要求,即玩家针对游戏任务存在消极游戏的行为,无需对玩家进行惩罚。In this embodiment, after receiving the first preset operation behavior sent by the client through the game logic server, the passive game detection server determines each player according to the number of the first preset operation behaviors and the preset threshold for the number of passive behaviors Whether there is negative game behavior for game tasks. If the number of the first preset operation behaviors is greater than or equal to the threshold of the number of negative behaviors, it is determined that the number of the first preset operation behaviors that are not negative behaviors for the game task meets the requirements, that is, the player has negative game behaviors for the game task, no need to Punish the player.
若第一预设操作行为的数量小于消极行为数量阈值,则确定玩家在本次游戏任务中的正常操作行为远小于玩家在本次游戏任务中的消极操作行为,即确定玩家针对游戏任务存在消极游戏的行为,需要对玩家进行惩罚。If the number of the first preset operation behavior is less than the threshold of the number of negative behaviors, it is determined that the player's normal operation behavior in this game task is far less than the player's negative operation behavior in this game task, that is, it is determined that the player has a negative behavior toward the game task. The behavior of the game needs to be punished by the player.
上述实施例提供的消极游戏检测方法,通过接收客户端发送的用于指证玩家不存在针对游戏任务的消极行为的第一预设操作行为,根据第一预设操作行为的数量,判断玩家针对游戏任务是否存在消极游戏的行为。由于上述实施例中未定义消极行为检测机制,使得玩家不能通过试错法确定消极行为检测机制,也就不能输入消极行为检测机制中未定义的其他消极行为;且由于上述实施例上报的第一预设操作行为不是消极行为,也就无法通过外挂不上报消极行为,从而避免玩家逃避因消极行为带来的游戏惩罚,提高其他玩家的游戏体验。In the passive game detection method provided by the above embodiment, by receiving the first preset operation behavior sent by the client and used to prove that the player does not have a passive behavior for the game task, and according to the number of the first preset operation behavior, it is determined that the player is targeting the game. Whether the task has negative game behavior. Since the negative behavior detection mechanism is not defined in the above embodiment, the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors not defined in the negative behavior detection mechanism; The preset operating behavior is not a negative behavior, so it is impossible to fail to report the negative behavior through plug-ins, so as to prevent players from escaping the game punishment caused by the negative behavior, and improve the game experience of other players.
在上述实施例的基础上,本发明实施例还提供另一种消极游戏检测方法。请参考图3,为本发明实施例提供的另一种消极游戏检测方法的流程示意图,如图3所示,本实施例中,消极游戏检测方法的步骤包括S23、S25和S52。On the basis of the above embodiment, the embodiment of the present invention further provides another passive game detection method. Please refer to FIG. 3 , which is a schematic flowchart of another passive game detection method provided by an embodiment of the present invention. As shown in FIG. 3 , in this embodiment, the steps of the passive game detection method include S23 , S25 and S52 .
具体的,本实施例的消极游戏检测方法包括:Specifically, the passive game detection method in this embodiment includes:
S23:接收每个玩家的客户端发送的第一预设操作行为以及第一预设操作行为的输入时间。S23: Receive the first preset operation behavior and the input time of the first preset operation behavior sent by the client of each player.
本实施例中,如图1所示,通过在客户端中设置多个计时器子节点,每个计数器子节点用于检测在一场游戏任务中,玩家通过终端设备的图形用户界面输入的一种第一预设操作行为。为了避免玩家确定只要在执行一场游戏任务时输入第一预设操作行为的数量满足要求就不会被认为存在消极行为,可以通过计时器子节点对每一种第一预设操作行为的输入时间进行统计,并将第一预设操作行为和第一预设操作行为的输入时间通过游戏逻辑服务器发送给消极游戏检测服务器。In this embodiment, as shown in FIG. 1 , by setting a plurality of timer sub-nodes in the client, each counter sub-node is used to detect a game task input by the player through the graphical user interface of the terminal device. A first preset operation behavior. In order to prevent the player from determining that as long as the number of input first preset operation behaviors meets the requirements when performing a game task, it will not be considered that there is a negative behavior, the timer sub-node can be used to input each first preset operation behavior. The time is counted, and the first preset operation behavior and the input time of the first preset operation behavior are sent to the passive game detection server through the game logic server.
S25:根据第一预设操作行为的输入时间,从第一预设操作行为中确定目标操作行为。S25: Determine the target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior.
本实施例中,消极游戏检测服务器根据第一预设操作行为的输入时间,确定相邻两个第一预设操行行为之间的时间间隔,根据相邻两个第一预设操行行为之间的时间间隔和预设间隔阈值,确定时间间隔满足预设间隔阈值的相邻两个第一预设操作行为是目标操作行为。In this embodiment, the passive game detection server determines the time interval between two adjacent first preset behaviors according to the input time of the first preset operation behavior, and determines the time interval between two adjacent first preset behaviors according to the time interval between two adjacent first preset behaviors. The time interval and the preset interval threshold are determined, and it is determined that two adjacent first preset operation behaviors whose time interval satisfies the preset interval threshold are the target operation behaviors.
在一种可选实施例中,除了采用时间间隔筛选目标操作行为外,还可以根据第一预设操作行为的输入时间,采用在预设时间段内的多个第一预设操作行为的输入频率,确定输入频率满足预设频率阈值的预设时间段内的多个第一预设操作行为目标操作行为。In an optional embodiment, in addition to using the time interval to filter the target operation behavior, the input time of a plurality of first preset operation behaviors within a preset time period can also be used according to the input time of the first preset operation behavior. frequency, to determine a plurality of first preset operation behavior target operation behaviors within a preset time period when the input frequency satisfies the preset frequency threshold value.
由于玩家在游戏过程中很难把握操作行为的时间间隔或者操作频率是否满足预设要求,使得玩家很难通过试错法确定预设间隔阈值或预设频率阈值,增加了玩家通过试错法避免消极检测的成本和难度。需要说明的是,预设间隔阈值和预设频率阈值的设置都可以根据消极游戏检测力度决定。Since it is difficult for the player to grasp the time interval of the operation behavior or whether the operation frequency meets the preset requirements during the game, it is difficult for the player to determine the preset interval threshold or preset frequency threshold through trial and error, which increases the number of players who avoid using the trial and error method. The cost and difficulty of negative detection. It should be noted that the settings of the preset interval threshold and the preset frequency threshold can be determined according to the detection strength of the passive game.
S52:根据目标操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。S52: According to the number of target operation behaviors, determine whether each player has passive game behaviors for the game task.
本实施例中,在根据第一预设操作行为的输入时间,从第一预设操作行为中筛选出目标操作行为后,根据目标操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。In this embodiment, after selecting the target operation behaviors from the first preset operation behaviors according to the input time of the first preset operation behaviors, it is determined whether each player has a passive game for the game task according to the number of the target operation behaviors the behavior of.
上述实施例提供的消极游戏检测方法,通过根据第一预设操作行为的输入时间,对第一预设操作行为进行筛选确定目标操作行为,避免玩家确定通过试错法确定第一预设操作行为的数量满足要求就不会被认为存在消极行为,通过加入对第一预设操作行为进行筛选的时间标准,使得玩家很难通过试错法确定筛选条件,增加了玩家通过试错法避免消极检测的成本和难度。In the passive game detection method provided by the above embodiment, the target operation behavior is determined by screening the first preset operation behavior according to the input time of the first preset operation behavior, so as to prevent the player from determining the first preset operation behavior through trial and error. By adding a time standard for screening the first preset operation behavior, it is difficult for players to determine the screening conditions through trial and error, and it is increased that players can avoid negative detection through trial and error. cost and difficulty.
在上述实施例的基础上,本发明实施例还提供再一种消极游戏检测方法。请参考图4,为本发明实施例提供的再一种消极游戏检测方法的流程示意图,如图4所示,本实施例中,消极游戏检测方法包括S23、S24、S251、S52,其中步骤S23、S52分别与上述实施例相同,此处不再赘述。On the basis of the above-mentioned embodiment, the embodiment of the present invention further provides another passive game detection method. Please refer to FIG. 4 , which is a schematic flowchart of another passive game detection method provided by an embodiment of the present invention. As shown in FIG. 4 , in this embodiment, the passive game detection method includes S23 , S24 , S251 , and S52 , wherein step S23 S52 and S52 are respectively the same as those in the above-mentioned embodiment, and are not repeated here.
具体的,本实施例的消极游戏检测方法包括:Specifically, the passive game detection method in this embodiment includes:
S23:接收每个玩家的客户端发送的第一预设操作行为以及第一预设操作行为的输入时间。S23: Receive the first preset operation behavior and the input time of the first preset operation behavior sent by the client of each player.
S24:接收每个玩家的客户端发送的每个玩家的受控虚拟对象的执行动作以及执行动作的执行时间。S24: Receive the execution action of each player's controlled virtual object and the execution time of the execution action sent by the client of each player.
本实施例中,客户端接收到用于控制受控虚拟对象的操作指令后,将该操作指令发送给游戏逻辑服务器,游戏逻辑服务器根据操作指令确定受控虚拟对象所要执行的动作,并将该要执行的动作发送给客户端,以使得客户端在终端设备的图形用户界面上针对受控虚拟对象渲染该执行动作。游戏逻辑服务器将每个受控虚拟对象的执行动作以及执行动作的执行时间发送给消极游戏检测服务器。In this embodiment, after receiving the operation instruction for controlling the controlled virtual object, the client sends the operation instruction to the game logic server, and the game logic server determines the action to be performed by the controlled virtual object according to the operation instruction, and sends the operation instruction to the game logic server. The action to be executed is sent to the client, so that the client renders the execution action for the controlled virtual object on the graphical user interface of the terminal device. The game logic server sends the execution action of each controlled virtual object and the execution time of the execution action to the passive game detection server.
S251:根据第一预设操作行为的输入时间、执行动作以及执行动作的执行时间,从第一预设操作行为中确定目标操作行为。S251: Determine a target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior, the execution action, and the execution time of the execution action.
一般地,若通过在客户端中安装外挂程序,利用外挂程序代替玩家的人为操作,那么客户端虽然能接收到操作指令,但是终端设备的图形用户界面上并没有输入与操作指令相对应的操作行为。本实施例中,若通过客户端检测接收到的操作指令来确定玩家通过终端设备的图形用户界面输入的第一预设操作行为,针对用于控制玩家的受控虚拟对象的第一预设操作行为,根据第一预设操作行为的输入时间、执行动作以及执行动作的执行时间,确定第一预设操作行为对应的操作指令与受控虚拟对象的执行动作是否对应,以及第一预设操作行为的输入时间与执行动作的执行时间是否对应。若第一预设操作行为对应的操作指令与受控虚拟对象的执行动作对应,且第一预设操作行为的输入时间与执行动作的执行时间对应,则确定第一预设操作行为是目标操作行为。Generally, if a plug-in program is installed in the client and the player's manual operation is replaced by the plug-in program, although the client can receive the operation instruction, the operation corresponding to the operation instruction is not input on the graphical user interface of the terminal device. Behavior. In this embodiment, if the client detects the received operation instruction to determine the first preset operation behavior input by the player through the graphical user interface of the terminal device, the first preset operation for controlling the controlled virtual object of the player Behavior, according to the input time of the first preset operation behavior, the execution action and the execution time of the execution action, determine whether the operation instruction corresponding to the first preset operation behavior corresponds to the execution action of the controlled virtual object, and the first preset operation Whether the input time of the behavior corresponds to the execution time of the execution action. If the operation instruction corresponding to the first preset operation behavior corresponds to the execution action of the controlled virtual object, and the input time of the first preset operation behavior corresponds to the execution time of the execution action, it is determined that the first preset operation behavior is the target operation Behavior.
需要说明的是,由于游戏逻辑服务器计算第一预设操作行为对应的操作指令需要时间,第一预设操作行为的输入时间和执行动作的执行时间之间存在时延,因此,只需要保证第一预设操作行为的输入时间与执行动作的执行时间之间的时间差满足时延即可。It should be noted that since the game logic server needs time to calculate the operation instruction corresponding to the first preset operation behavior, there is a delay between the input time of the first preset operation behavior and the execution time of the execution action. Therefore, only the first preset operation behavior needs to be guaranteed. It is sufficient that the time difference between the input time of a preset operation behavior and the execution time of the execution action satisfies the time delay.
S52:根据目标操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。S52: According to the number of target operation behaviors, determine whether each player has passive game behaviors for the game task.
上述实施例提供的消极游戏检测方法,通过根据第一预设操作行为的输入时间、执行动作以及执行动作的执行时间,从第一预设操作行为中确定目标操作行为,避免因为玩家使用外挂导致的第一预设操作行为的输入时间与执行动作的执行时间不相符,只统计第一预设操作行为的输入时间与执行动作的执行时间相符的第一预设操作行为是目标操作行为,避免玩家使用外挂,保证游戏公平性,提高其他玩家的游戏体验。The passive game detection method provided by the above-mentioned embodiment determines the target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior, the execution action and the execution time of the execution action, so as to avoid causing the player to use plug-ins. The input time of the first preset operation behavior does not match the execution time of the execution action, and only the first preset operation behavior whose input time of the first preset operation behavior matches the execution time of the execution action is the target operation behavior. Players use plug-ins to ensure the fairness of the game and improve the game experience of other players.
在上述实施例的基础上,本发明实施例还提供又一种消极游戏检测方法。请参考图5,为本发明实施例提供的又一种消极游戏检测方法的流程示意图,如图5所示,本实施例中,消极游戏检测方法包括步骤S21、S31、S53,其中步骤S21与前述实施例相同,此处不再赘述。On the basis of the above embodiment, the embodiment of the present invention further provides another passive game detection method. Please refer to FIG. 5 , which is a schematic flowchart of another passive game detection method provided by an embodiment of the present invention. As shown in FIG. 5 , in this embodiment, the passive game detection method includes steps S21 , S31 , and S53 , wherein step S21 and The foregoing embodiments are the same, and are not repeated here.
S21:接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的第一预设操作行为用于指证每个玩家不存在针对游戏任务的消极行为。S21: Receive the first preset operation behavior sent by the clients of multiple players who execute the same game task; the first preset operation behavior sent by the client of each player is used to prove that each player does not have negative attitudes towards the game task Behavior.
S31:接收每个玩家的客户端发送的每个玩家的受控虚拟对象执行的第一预设游戏事件,第一预设游戏事件为执行游戏任务的游戏事件。S31: Receive a first preset game event sent by each player's client and executed by the controlled virtual object of each player, where the first preset game event is a game event for executing a game task.
一般地,在团队游戏中,多个玩家之间通过执行一个或多个游戏任务以获取游戏胜利,而在执行游戏任务的过程中,玩家会控制受控虚拟对象执行预设游戏事件。本实施例中,为了提高判断玩家是否消极游戏的准确度,除了接收玩家的第一预设操作行为外,还接收每个玩家的受控虚拟对象执行的第一预设游戏事件。Generally, in a team game, multiple players perform one or more game tasks to win the game, and during the execution of the game tasks, the players control the controlled virtual objects to execute preset game events. In this embodiment, in order to improve the accuracy of judging whether the player is passively gaming, in addition to the player's first preset operation behavior, the first preset game event executed by each player's controlled virtual object is also received.
如图1所示,通过在游戏逻辑服务器中设置多个行为检测子节点,每个行为检测子节点用于检测在一场游戏任务中,玩家的受控虚拟对象执行的一种第一预设游戏事件。具体的,客户端将玩家通过终端设备的图形用户界面输入的操作指令发送给游戏逻辑服务器,以使得游戏逻辑服务器确定操作指令所对应的第一预设游戏事件,并将第一预设游戏事件发送给消极游戏检测服务器。As shown in Figure 1, by setting multiple behavior detection sub-nodes in the game logic server, each behavior detection sub-node is used to detect a first preset executed by the player's controlled virtual object in a game task game events. Specifically, the client sends the operation instruction input by the player through the graphical user interface of the terminal device to the game logic server, so that the game logic server determines the first preset game event corresponding to the operation instruction, and sends the first preset game event to the game logic server. Sent to the passive game detection server.
S53:根据第一预设操作行为的数量以及第一预设游戏事件的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。S53: According to the number of the first preset operation behaviors and the number of the first preset game events, determine whether each player has a passive game behavior with respect to the game task.
本实施例中,消极游戏检测服务器根据一预设操作行为的数量以及第一预设游戏事件的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。在一种实施例中,消极游戏检测服务器可以分别判断第一预设操作行为的数量是否满足第一数量阈值,第一预设游戏事件的数量是否满足第二数量阈值,确定每个玩家针对游戏任务是否存在消极游戏的行为。若第一预设操作行为的数量满足第一数量阈值且第一预设游戏事件的数量满足第二数量阈值,确定玩家针对游戏任务不存在消极游戏的行为。In this embodiment, the passive game detection server determines whether each player has passive game behavior for the game task according to the number of preset operation behaviors and the number of first preset game events. In one embodiment, the passive game detection server may separately determine whether the number of the first preset operation behaviors satisfies the first number threshold, and whether the number of the first preset game events satisfies the second number threshold, and determine whether each player targets the game Whether the task has negative game behavior. If the number of the first preset operation behaviors satisfies the first number threshold and the number of the first preset game events satisfies the second number threshold, it is determined that the player has no passive game behavior for the game task.
在另一种实施例中,消极游戏检测服务器可以判断第一预设操作行为的数量和第一预设游戏事件的数量之和是否满足第三数量阈值,确定每个玩家针对游戏任务是否存在消极游戏的行为。若第一预设操作行为的数量和第一预设游戏事件的数量之和满足第三数量阈值,确定玩家针对游戏任务不存在消极游戏的行为。In another embodiment, the passive game detection server may determine whether the sum of the number of the first preset operation actions and the number of the first preset game events satisfies a third number threshold, and determine whether each player is passive in relation to the game task the behavior of the game. If the sum of the number of the first preset operation behaviors and the number of the first preset game events satisfies the third number threshold, it is determined that the player has no passive game behavior for the game task.
上述实施例提供的消极游戏检测方法,由于第一预设游戏事件为执行游戏任务的游戏事件,使得玩家不能通过试错法确定消极行为检测机制,也就不能执行消极行为检测机制中未定义的其他消极事件;且由于本实施例上报的第一预设游戏事件不是消极事件,也就无法通过外挂避免不上报消极事件,从而避免玩家逃避因消极事件带来的游戏惩罚;且根据第一预设操作行为的数量和第一预设游戏事件的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为,使得针对玩家的消极游戏检测结果更加准确,提高了其他玩家的游戏体验。In the passive game detection method provided by the above embodiment, since the first preset game event is a game event for performing a game task, the player cannot determine the passive behavior detection mechanism through trial and error, and cannot execute the undefined behavior detection mechanism. Other negative events; and because the first preset game event reported in this embodiment is not a negative event, it is impossible to avoid reporting negative events through plug-ins, thereby preventing players from escaping game punishments caused by negative events; and according to the first prediction Assuming the number of operation behaviors and the number of first preset game events, it is determined whether each player has negative game behaviors for game tasks, so that the negative game detection results for players are more accurate and the game experience of other players is improved.
在上述实施例的基础上,本发明实施例还提供又另一种消极游戏检测方法。请参考图6,为本发明实施例提供的又另一种消极游戏检测方法的流程示意图,如图6所示,本实施例中,消极游戏检测方法包括步骤S11、S21、S51、S61,其中步骤S21、S51分别与前述实施例相同,此处不再赘述。On the basis of the above-mentioned embodiment, the embodiment of the present invention further provides yet another passive game detection method. Please refer to FIG. 6 , which is a schematic flowchart of yet another passive game detection method provided by an embodiment of the present invention. As shown in FIG. 6 , in this embodiment, the passive game detection method includes steps S11 , S21 , S51 , and S61 , wherein Steps S21 and S51 are respectively the same as those in the foregoing embodiment, and are not repeated here.
具体的,本实施例的消极游戏检测方法包括:Specifically, the passive game detection method in this embodiment includes:
S11:为每个玩家配置第一标记,第一标记用于表征每个玩家针对游戏任务存在消极游戏的行为。S11: Configure a first mark for each player, where the first mark is used to represent that each player has a passive game behavior for a game task.
本实施例中,在多个玩家的客户端开始同一游戏任务后,消极游戏检测服务器即判定客户端针对游戏任务存在消极游戏的行为,对多个玩家配置第一标记,以表征每个玩家针对游戏任务存在消极行游戏的行为。之后,在接收多个玩家的客户端发送的第一预设操作行为后,根据每个玩家的客户端发送的第一预设操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。In this embodiment, after the clients of multiple players start the same game task, the passive game detection server determines that the client has a passive game behavior in relation to the game task, and configures a first mark for the multiple players to indicate that each player is targeting the game task. There is a passive game behavior in the game task. After that, after receiving the first preset operation behaviors sent by the clients of the multiple players, determine whether each player has a negative game behavior for the game task according to the number of the first preset operation behaviors sent by the clients of each player. Behavior.
S21:接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的第一预设操作行为用于指证每个玩家不存在针对游戏任务的消极行为。S21: Receive the first preset operation behavior sent by the clients of multiple players who execute the same game task; the first preset operation behavior sent by the client of each player is used to prove that each player does not have negative attitudes towards the game task Behavior.
S51:根据每个玩家的客户端发送的第一预设操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。S51 : According to the number of first preset operation actions sent by the client of each player, determine whether each player has a passive game action for the game task.
S61:若每个玩家不存在针对游戏任务的消极行为,则更新第一标记,以指示每个玩家针对游戏任务不存在消极游戏的行为。S61: If each player does not have passive behaviors for the game task, update the first flag to indicate that each player does not have passive game behaviors for the game task.
本实施例中,由于初始认定玩家针对游戏任务存在消极游戏的行为,通过执行上述S21和S51确定玩家针对游戏任务不存在消极游戏的行为后,对第一标记进行更新,以指示每个玩家针对游戏任务不存在消极游戏的行为。In this embodiment, since it is initially determined that the player has a passive game behavior with respect to the game task, after it is determined that the player has no passive game behavior with respect to the game task by performing the above S21 and S51, the first flag is updated to indicate that each player has a negative game behavior against the game task. There is no negative game behavior in game tasks.
在一种可选实施例中,上述S61中更新第一标记的方法包括:取消第一标记,或者,将第一标记更换为第二标记,第二标记用于表征每个玩家针对游戏任务不存在消极游戏的行为。In an optional embodiment, the method for updating the first mark in the above S61 includes: canceling the first mark, or replacing the first mark with a second mark, where the second mark is used to indicate that each player does not target the game task. There is negative gaming behavior.
本实施例中,可以通过直接删除第一标记,确定玩家不存在针对游戏任务的消极行为,也可以通过将第一标记更换为表征针对游戏任务不存在消极游戏的行为的第二标记,本申请对此不做限制。In this embodiment, it can be determined by directly deleting the first mark that the player does not have negative behaviors for the game task, or by replacing the first mark with a second mark indicating that there is no negative game behavior for the game task, the present application There is no restriction on this.
上述实施例提供的消极游戏检测方法,先为每个玩家配置第一标记,表征每个玩家针对游戏任务存在消极游戏的行为,在确定每个玩家针对游戏任务不存在消极游戏的行为后,则更新第一标记,以指示每个玩家针对游戏任务不存在消极游戏的行为,利用先标记为存在消极游戏的行为之后再由客户端举证不存在消极游戏的行为的方式,使得玩家不能通过试错法确定消极行为检测机制,也就不能输入消极行为检测机制中未定义的其他消极行为;且由于客户端上报的第一预设操作行为不是消极行为,也就无法通过外挂避免不上报消极行为,从而避免玩家逃避因消极行为带来的游戏惩罚,提高其他玩家的游戏体验。In the passive game detection method provided by the above-mentioned embodiment, each player is first configured with a first mark, which indicates that each player has a passive game behavior for a game task, and after it is determined that each player does not have a passive game behavior for a game task, then Update the first mark to indicate that each player does not have negative game behaviors for the game task, and use the method of first marking the negative game behaviors and then the client proves that there are no negative game behaviors, so that players cannot pass trial and error. The negative behavior detection mechanism is determined by the method, so other negative behaviors that are not defined in the negative behavior detection mechanism cannot be entered; and since the first preset operation behavior reported by the client is not a negative behavior, it is impossible to avoid not reporting negative behaviors through plug-ins. In this way, players are prevented from escaping game punishments caused by negative behaviors, and the game experience of other players is improved.
在上述实施例的基础上,本发明实施例还提供又再一种消极游戏检测方法。请参考图7,为本发明实施例提供的又再一种消极游戏检测方法的流程示意图,如图7所示,本实施例中,消极游戏检测方法包括步骤S21、S22和S54,其中步骤S21与前述实施例相同,此处不再赘述。On the basis of the above embodiments, the embodiments of the present invention further provide yet another passive game detection method. Please refer to FIG. 7 , which is a schematic flowchart of yet another passive game detection method provided by an embodiment of the present invention. As shown in FIG. 7 , in this embodiment, the passive game detection method includes steps S21 , S22 and S54 , wherein step S21 It is the same as the foregoing embodiment, and will not be repeated here.
S21:接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的第一预设操作行为用于指证每个玩家不存在针对游戏任务的消极行为。S21: Receive the first preset operation behavior sent by the clients of multiple players who execute the same game task; the first preset operation behavior sent by the client of each player is used to prove that each player does not have negative attitudes towards the game task Behavior.
S22:接收执行游戏任务的多个玩家的客户端发送的第二预设操作行为;多个玩家的客户端发送的第二预设操作行为用于指证每个玩家存在针对游戏任务的消极行为。S22: Receive the second preset operation behavior sent by the clients of the multiple players executing the game task; the second preset operation behavior sent by the clients of the multiple players is used to prove that each player has a negative behavior for the game task.
为了进一步提高判断玩家针对游戏任务是否存在消极游戏的行为的准确度,在前述根据第一预设操作行为的数量的基础上,可以结合用于指证每个玩家存在针对游戏任务的消极行为的第二预设操作行为的数量进行判断。本实施例中,第二预设操作行为与第一预设操作行为相反,用于指示并证明玩家存在针对游戏任务的消极行为,因此,第二预设操作行为可以是挂机或者使用外挂的行为。其中,挂机为在预设时间长度内未接收到玩家通过终端设备的图形用户界面输入操作行为,或者在预设时间长度内未接收到操作指令,本实施例可以将在预设时间长度内未接收到操作行为,或者在预设时间长度内未接收到操作指令记为一个第二预设操作行为。使用外挂是玩家未通过通过终端设备的图形用户界面输入操作行为,但客户端却接收到操作指令,本实施例可以将没有与输入的操作行为对应的操作指令记为第二预设操作行为。在确定第二预设操作行为后,将该第二预设操作行为通过游戏逻辑服务器发送给消极游戏检测服务器。In order to further improve the accuracy of judging whether the player has negative game behaviors for game tasks, on the basis of the number of the aforementioned first preset operation behaviors, it is possible to combine the first method used to prove that each player has negative behaviors related to game tasks. 2. The number of preset operation behaviors is judged. In this embodiment, the second preset operation behavior is opposite to the first preset operation behavior, and is used to indicate and prove that the player has a negative behavior for the game task. Therefore, the second preset operation behavior may be the behavior of hanging up or using a plug-in . Wherein, hanging up means that the player has not received the operation behavior input by the player through the graphical user interface of the terminal device within the preset time length, or has not received the operation instruction within the preset time length. An operation behavior is received, or an operation instruction is not received within a preset time period, and is recorded as a second preset operation behavior. Using a plug-in means that the player does not input an operation behavior through the graphical user interface of the terminal device, but the client receives an operation instruction. In this embodiment, an operation instruction that does not correspond to the input operation behavior may be recorded as the second preset operation behavior. After the second preset operation behavior is determined, the second preset operation behavior is sent to the passive game detection server through the game logic server.
S54:根据第一预设操作行为的数量和第二预设操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。S54: According to the number of the first preset operation behavior and the number of the second preset operation behavior, determine whether each player has a passive game behavior for the game task.
本实施例中,消极游戏检测服务器计算第一预设操作行为的数量以及和第二预设操作行为的数量之间的行为比较结果或者行为比值结果,根据该行为比较结果或者行为比值结果确定每个玩家针对游戏任务是否存在消极游戏的行为。在一种实施例中,消极游戏检测服务器可以分别判断第一预设操作行为的数量是否大于或等于第一数量阈值,第二预设操作行为的数量是否小于第四数量阈值,确定每个玩家针对游戏任务是否存在消极游戏的行为。若行为比较结果满足:第一预设操作行为的数量大于或等于第一数量阈值且第一预设游戏事件的数量小于第四数量阈值,确定玩家针对游戏任务不存在消极游戏的行为。In this embodiment, the passive game detection server calculates the number of the first preset operation behavior and the behavior comparison result or the behavior ratio result between the number of the first preset operation behavior and the second preset operation behavior, and determines each behavior according to the behavior comparison result or the behavior ratio result. Whether each player has negative game behavior in response to game tasks. In one embodiment, the passive game detection server may determine whether the number of the first preset operation behaviors is greater than or equal to the first number threshold, and whether the number of the second preset operation behaviors is less than the fourth number threshold, and determine whether each player Whether there is negative game behavior for game tasks. If the behavior comparison result satisfies: the number of the first preset operation behaviors is greater than or equal to the first number threshold and the number of the first preset game events is less than the fourth number threshold, it is determined that the player has no passive game behavior for the game task.
在另一种实施例中,消极游戏检测服务器可以判断第一预设操作行为的数量和第二预设操作行为的数量之间的比值结果是否满足预设比值阈值,确定每个玩家针对游戏任务是否存在消极游戏的行为。若行为比值结果满足:第一预设操作行为的数量和第二预设操作行为的数量之比满足预设比值阈值,确定玩家针对游戏任务不存在消极游戏的行为。In another embodiment, the passive game detection server may determine whether the ratio result between the number of the first preset operation behaviors and the number of the second preset operation behaviors satisfies a preset ratio threshold, and determine whether each player is targeted for the game task Whether there is negative gaming behavior. If the behavior ratio result satisfies: the ratio between the number of the first preset operation behavior and the number of the second preset operation behavior satisfies the preset ratio threshold, it is determined that the player has no passive game behavior for the game task.
第一预设操作行为的数量和第二预设操作行为的数量之间的行为比值结果的计算方式可以为:第一预设操作行为的数量比第二预设操作行为的数量的比值、第二预设操作行为的数量比第一预设操作行为的数量的比值、第一预设操作行为的数量比第一预设操作行为的数量和第二预设操作行为的数量之和的比值或者第二预设操作行为的数量比第一预设操作行为的数量和第二预设操作行为的数量之和的比值,其中,不同的计算方式对应的预设比值阈值的设置不同。The calculation method of the behavior ratio result between the number of the first preset operation behaviors and the number of the second preset operation behaviors may be: the ratio of the number of the first preset operation behaviors to the number of the second preset operation behaviors, the 2. The ratio of the number of preset operation behaviors to the number of first preset operation behaviors, the ratio of the number of first preset operation behaviors to the sum of the number of first preset operation behaviors and the number of second preset operation behaviors, or The ratio of the number of the second preset operation behaviors to the sum of the number of the first preset operation behaviors and the number of the second preset operation behaviors, wherein the preset ratio thresholds corresponding to different calculation methods are set differently.
上述实施例提供的消极游戏检测方法,根据用于指证每个玩家不存在针对游戏任务的消极行为的第一预设操作行为的数量和用于指证每个玩家存在针对游戏任务的消极行为的第二预设操作行为的数量,共同确定每个玩家针对游戏任务是否存在消极游戏的行为,在避免玩家逃避消极行为检测机制或者避免玩家采用外挂不上报消极行为的基础上,使判断玩家是否消极游戏的结果更加准确。The passive game detection method provided by the above embodiment is based on the number of the first preset operation behaviors used to prove that each player does not have negative behaviors related to game tasks and the number of first preset operation behaviors used to prove that each player has negative behaviors related to game tasks. 2. Preset the number of operation behaviors, and jointly determine whether each player has negative game behaviors for game tasks. On the basis of preventing players from evading the negative behavior detection mechanism or preventing players from using plug-ins and not reporting negative behaviors, it is possible to determine whether the players are passive gamers. results are more accurate.
在上述实施例的基础上,本发明实施例还提供又还一种消极游戏检测方法。请参考图8,为本发明实施例提供的又还一种消极游戏检测方法的流程示意图,如图8所示,本实施例中,消极游戏检测方法包括步骤S21、S31、S22、S32和S55,其中步骤S21、S31和S22与前述实施例相同,此处不再赘述。On the basis of the above-mentioned embodiment, the embodiment of the present invention further provides yet another passive game detection method. Please refer to FIG. 8 , which is a schematic flowchart of yet another passive game detection method provided by an embodiment of the present invention. As shown in FIG. 8 , in this embodiment, the passive game detection method includes steps S21 , S31 , S22 , S32 and S55 , wherein steps S21 , S31 and S22 are the same as in the foregoing embodiment, and are not repeated here.
S21:接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的第一预设操作行为用于指证每个玩家不存在针对游戏任务的消极行为。S21: Receive the first preset operation behavior sent by the clients of multiple players who execute the same game task; the first preset operation behavior sent by the client of each player is used to prove that each player does not have negative attitudes towards the game task Behavior.
S22:接收执行游戏任务的多个玩家的客户端发送的第二预设操作行为;多个玩家的客户端发送的第二预设操作行为用于指证每个玩家存在针对游戏任务的消极行为。S22: Receive the second preset operation behavior sent by the clients of the multiple players executing the game task; the second preset operation behavior sent by the clients of the multiple players is used to prove that each player has a negative behavior for the game task.
S31:接收每个玩家的客户端发送的每个玩家的受控虚拟对象执行的第一预设游戏事件,第一预设游戏事件为执行游戏任务的游戏事件。S31: Receive a first preset game event sent by each player's client and executed by the controlled virtual object of each player, where the first preset game event is a game event for executing a game task.
S32:接收每个玩家的客户端发送的每个玩家的受控虚拟对象执行的第二预设游戏事件,第二预设游戏事件为执行不属于游戏任务的游戏事件。S32: Receive a second preset game event sent by each player's client and executed by the controlled virtual object of each player, where the second preset game event is the execution of a game event that does not belong to a game task.
根据前述记载可知,在团队游戏中,多个玩家分别控制各自的受控虚拟对象执行第一预设游戏事件以获取游戏任务的胜利,但是,一些玩家为了消极应对比赛,往往执行一些与游戏任务相反的游戏事件,例如攻击队友、伤害队友,游戏任务为集齐100枚徽章,玩家不仅不收集徽章,反而将队友收集的徽章进行丢弃等。本实施例中,第二预设游戏事件为与游戏任务的目标相反的游戏事件,客户端将玩家通过终端设备的图形用户界面输入的操作指令发送给游戏逻辑服务器,以使得游戏逻辑服务器确定操作指令所对应的第二预设游戏事件,并将第二预设游戏事件发送给消极游戏检测服务器。According to the foregoing records, in a team game, multiple players control their respective controlled virtual objects to execute the first preset game event to win the game mission. The opposite game events, such as attacking teammates, hurting teammates, the game task is to collect 100 badges, players not only do not collect badges, but discard the badges collected by teammates, etc. In this embodiment, the second preset game event is a game event opposite to the goal of the game task, and the client sends the operation instruction input by the player through the graphical user interface of the terminal device to the game logic server, so that the game logic server determines the operation The second preset game event corresponding to the instruction is sent, and the second preset game event is sent to the passive game detection server.
S55:根据第一预设操作行为的数量、第二预设操作行为的数量、第一预设游戏事件的数量和第二预设游戏事件的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。S55: According to the number of the first preset operation behaviors, the number of the second preset operation behaviors, the number of the first preset game events, and the number of the second preset game events, determine whether each player has a passive game for the game task the behavior of.
本实施例中,消极游戏检测服务器除了计算第一预设操作行为的数量和第二预设操作行为的数量之间的行为比较结果或者行为比值结果外,也可以采用相同的方式计算第一预设游戏事件的数量和第二预设游戏事件的数量之间的事件比较结果或者事件比值结果,根据行为比较结果或者行为比值结果,结合事件比较结果或者事件比值结果,确定每个玩家针对游戏任务是否存在消极游戏的行为。例如:行为比较结果和事件比较结果均满足要求、行为比较结果和事件比值结果均满足要求、行为比值结果和事件比较结果均满足要求、或者行为比值结果和事件比值结果均满足要求,确定每个玩家针对游戏任务不存在消极游戏的行为。In this embodiment, in addition to calculating the behavior comparison result or the behavior ratio result between the number of the first preset operation behavior and the number of the second preset operation behavior, the passive game detection server can also calculate the first preset operation behavior in the same way. Assume the event comparison result or the event ratio result between the number of game events and the number of the second preset game events, according to the behavior comparison result or the behavior ratio result, combined with the event comparison result or the event ratio result, determine each player for the game task Whether there is negative gaming behavior. For example: both the behavior comparison results and the event comparison results meet the requirements, the behavior comparison results and the event ratio results both meet the requirements, the behavior ratio results and the event comparison results both meet the requirements, or both the behavior ratio results and the event ratio results meet the requirements, determine each Players have no passive game behaviors for game tasks.
上述实施例提供的消极游戏检测方法,根据第一预设操作行为的数量、第二预设操作行为的数量、第一预设游戏事件的数量和第二预设游戏事件的数量,共同确定每个玩家针对游戏任务是否存在消极游戏的行为,在避免玩家逃避消极行为检测机制或者避免玩家采用外挂不上报消极行为的基础上,使判断玩家是否消极游戏的结果更加准确。In the passive game detection method provided by the above-mentioned embodiment, the number of first preset operation behaviors, the number of second preset operation behaviors, the number of first preset game events and the number of second preset game events are jointly determined. Whether a player has a negative game behavior in a game task, on the basis of preventing the player from evading the negative behavior detection mechanism or preventing the player from using plug-ins and not reporting negative behavior, the result of judging whether the player is negative in the game is more accurate.
在上述实施例的基础上,本发明实施例还提供一种消极游戏检测装置。请参考图9,为本发明实施例提供的一种消极游戏检测装置的结构示意图,如图9所示,该装置包括:On the basis of the above embodiments, the embodiments of the present invention further provide a passive game detection device. Please refer to FIG. 9 , which is a schematic structural diagram of a passive game detection device according to an embodiment of the present invention. As shown in FIG. 9 , the device includes:
操作行为接收模块100,用于接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的第一预设操作行为用于指证每个玩家不存在针对游戏任务的消极行为;The operation behavior receiving module 100 is configured to receive the first preset operation behavior sent by the clients of multiple players performing the same game task; the first preset operation behavior sent by the client of each player is used to prove that each player does not There are negative behaviors for game tasks;
消极行为确定模块200,用于根据每个玩家的客户端发送的第一预设操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。The negative behavior determination module 200 is configured to determine whether each player has a negative game behavior for the game task according to the number of first preset operation behaviors sent by the client of each player.
可选的,操作行为接收模块100,包括:Optionally, the operation behavior receiving module 100 includes:
操作行为接收单元,用于接收每个玩家的客户端发送的第一预设操作行为以及第一预设操作行为的输入时间;an operation behavior receiving unit, configured to receive the first preset operation behavior and the input time of the first preset operation behavior sent by the client of each player;
操作行为确定单元,用于根据第一预设操作行为的输入时间,从第一预设操作行为中确定目标操作行为;an operation behavior determination unit, configured to determine a target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior;
消极行为确定模块200,具体用于根据目标操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。The negative behavior determination module 200 is specifically configured to determine whether each player has a negative game behavior for the game task according to the number of target operation behaviors.
上述实施例提供的消极游戏检测装置,通过接收客户端发送的用于指证玩家不存在针对游戏任务的消极行为的第一预设操作行为,根据第一预设操作行为的数量,判断玩家针对游戏任务是否存在消极游戏的行为。由于上述实施例中未定义消极行为检测机制,使得玩家不能通过试错法确定消极行为检测机制,也就不能输入消极行为检测机制中未定义的其他消极行为;且由于上述实施例上报的第一预设操作行为不是消极行为,也就无法通过外挂不上报消极行为,从而避免玩家逃避因消极行为带来的游戏惩罚,提高其他玩家的游戏体验。The passive game detection device provided by the above embodiment, by receiving the first preset operation behavior sent by the client and used to prove that the player does not have a passive behavior for the game task, and according to the number of the first preset operation behavior, it is judged that the player's target for the game is determined. Whether the task has negative game behavior. Since the negative behavior detection mechanism is not defined in the above embodiment, the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors not defined in the negative behavior detection mechanism; The preset operating behavior is not a negative behavior, so it is impossible to fail to report the negative behavior through plug-ins, so as to prevent players from escaping the game punishment caused by the negative behavior, and improve the game experience of other players.
可选的,该装置还包括:Optionally, the device further includes:
执行动作接收单元,用于接收每个玩家的客户端发送的每个玩家的受控虚拟对象的执行动作以及执行动作的执行时间;an execution action receiving unit, configured to receive the execution action of each player's controlled virtual object and the execution time of the execution action sent by each player's client;
操作行为确定单元,具体用于根据第一预设操作行为的输入时间、执行动作以及执行动作的执行时间,从第一预设操作行为中确定目标操作行为。The operation behavior determination unit is specifically configured to determine the target operation behavior from the first preset operation behavior according to the input time of the first preset operation behavior, the execution action, and the execution time of the execution action.
可选的,该装置还包括:Optionally, the device further includes:
行为类型发送模块,用于向每个玩家的客户端发送的第一预设操作行为的类型。The behavior type sending module is used to send the type of the first preset operation behavior to the client of each player.
可选的,该装置还包括:Optionally, the device further includes:
游戏事件接收模块,用于接收每个玩家的客户端发送的每个玩家的受控虚拟对象执行的第一预设游戏事件,第一预设游戏事件为执行游戏任务的游戏事件;a game event receiving module, configured to receive a first preset game event executed by each player's controlled virtual object sent by each player's client, where the first preset game event is a game event for executing a game task;
消极行为确定模块200,具体用于根据第一预设操作行为的数量以及第一预设游戏事件的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。The negative behavior determination module 200 is specifically configured to determine whether each player has a negative game behavior for the game task according to the number of the first preset operation behavior and the number of the first preset game event.
可选的,该装置还包括:Optionally, the device further includes:
标记模块,用于为每个玩家配置第一标记,第一标记用于表征每个玩家针对游戏任务存在消极游戏的行为;a marker module, configured to configure a first marker for each player, where the first marker is used to represent that each player has a negative game behavior for a game task;
标记更新模块,用于若每个玩家不存在针对游戏任务的消极行为,则更新第一标记,以指示每个玩家不存在针对游戏任务的消极行为。A flag update module, configured to update the first flag if each player does not have negative behaviors related to the game task, to indicate that each player does not have negative behaviors related to the game task.
可选的,标记更新模块,用于取消第一标记,或者,将第一标记更换为第二标记,第二标记用于表征每个玩家针对游戏任务不存在消极游戏的行为。Optionally, the mark updating module is used to cancel the first mark, or replace the first mark with a second mark, and the second mark is used to indicate that each player does not have passive game behaviors for game tasks.
可选的,操作行为接收模块100,还用于接收执行游戏任务的多个玩家的客户端发送的第二预设操作行为;多个玩家的客户端发送的第二预设操作行为用于指证每个玩家存在针对游戏任务的消极行为;Optionally, the operation behavior receiving module 100 is further configured to receive the second preset operation behavior sent by the clients of multiple players performing the game task; the second preset operation behavior sent by the clients of the multiple players is used to prove Each player has negative behaviors for game tasks;
消极行为确定模块200,还用于根据第一预设操作行为的数量和第二预设操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。The negative behavior determination module 200 is further configured to determine whether each player has a negative game behavior for the game task according to the number of the first preset operation behavior and the number of the second preset operation behavior.
可选的,游戏事件接收模块,具体用于接收每个玩家的客户端发送的每个玩家的受控虚拟对象执行的第二预设游戏事件,第二预设游戏事件为执行不属于游戏任务的游戏事件;Optionally, the game event receiving module is specifically configured to receive the second preset game event executed by the controlled virtual object of each player and sent by the client of each player, where the second preset game event is the execution of a task that does not belong to the game. game events;
消极行为确定模块200,具体用于根据第一预设操作行为的数量、第二预设操作行为的数量、第一预设游戏事件的数量和第二预设游戏事件的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。The negative behavior determination module 200 is specifically configured to determine each player according to the number of first preset operation behaviors, the number of second preset operation behaviors, the number of first preset game events, and the number of second preset game events Whether there is negative game behavior for game tasks.
上述装置用于执行前述实施例提供的方法,其实现原理和技术效果类似,在此不再赘述。The foregoing apparatus is used to execute the method provided by the foregoing embodiment, and the implementation principle and technical effect thereof are similar, which will not be repeated here.
以上这些模块可以是被配置成实施以上方法的一个或多个集成电路,例如:一个或多个特定集成电路(Application Specific Integrated Circuit,简称ASIC),或,一个或多个微处理器,或,一个或者多个现场可编程门阵列(Field Programmable Gate Array,简称FPGA)等。再如,当以上某个模块通过处理元件调度程序代码的形式实现时,该处理元件可以是通用处理器,例如中央处理器(Central Processing Unit,简称CPU)或其它可以调用程序代码的处理器。再如,这些模块可以集成在一起,以片上系统(system-on-a-chip,简称SOC)的形式实现。The above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), or, one or more microprocessors, or, One or more field programmable gate arrays (Field Programmable Gate Array, FPGA for short), etc. For another example, when one of the above modules is implemented in the form of processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU for short) or other processors that can call program codes. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC for short).
请参考图10,为本发明提供的消极游戏检测服务器的示意图,如图10所示,消极游戏检测服务器30包括:处理器301、存储介质302和总线,存储介质302存储有处理器301可执行的程序指令,当消极游戏检测服务器300运行时,处理器301与存储介质302之间通过总线通信,处理器301执行程序指令,以执行上述消极游戏检测方法的实施例。具体的,处理器执行上述消极游戏检测方法的步骤包括:Please refer to FIG. 10 , which is a schematic diagram of the passive game detection server provided by the present invention. As shown in FIG. 10 , the passive
接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的第一预设操作行为用于指证每个玩家不存在针对游戏任务的消极行为。The first preset operation behavior sent by the clients of multiple players who execute the same game task is received; the first preset operation behavior sent by the client of each player is used to prove that each player does not have negative behaviors for the game task.
根据每个玩家的客户端发送的第一预设操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。According to the number of the first preset operation behaviors sent by the client of each player, it is determined whether each player has a passive game behavior for the game task.
上述实施例中处理器执行的消极游戏检测方法,通过接收客户端发送的用于指证玩家不存在针对游戏任务的消极行为的第一预设操作行为,根据第一预设操作行为的数量,判断玩家针对游戏任务是否存在消极游戏的行为。由于上述实施例中未定义消极行为检测机制,使得玩家不能通过试错法确定消极行为检测机制,也就不能输入消极行为检测机制中未定义的其他消极行为;且由于上述实施例上报的第一预设操作行为不是消极行为,也就无法通过外挂不上报消极行为,从而避免玩家逃避因消极行为带来的游戏惩罚,提高其他玩家的游戏体验。The passive game detection method executed by the processor in the above-mentioned embodiment receives the first preset operation behavior sent by the client and is used to prove that the player does not have a negative behavior for the game task, and determines the number of the first preset operation behavior according to the number of the first preset operation behavior. Whether the player has negative game behavior in response to the game task. Since the negative behavior detection mechanism is not defined in the above embodiment, the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors not defined in the negative behavior detection mechanism; The preset operating behavior is not a negative behavior, so it is impossible to fail to report the negative behavior through plug-ins, so as to prevent players from escaping the game punishment caused by the negative behavior, and improve the game experience of other players.
可选的,本发明还提供一种计算机可读存储介质,存储介质上存储有计算机程序,计算机程序被处理器运行时执行如上述消极游戏检测方法的实施例。Optionally, the present invention also provides a computer-readable storage medium, where a computer program is stored on the storage medium, and the computer program is executed by the processor to execute the above-mentioned embodiments of the passive game detection method.
具体的,计算机程序执行上述消极游戏检测方法的步骤包括:Specifically, the steps of the computer program executing the above-mentioned passive game detection method include:
接收执行同一游戏任务的多个玩家的客户端发送的第一预设操作行为;每个玩家的客户端发送的第一预设操作行为用于指证每个玩家不存在针对游戏任务的消极行为。The first preset operation behavior sent by the clients of multiple players who execute the same game task is received; the first preset operation behavior sent by the client of each player is used to prove that each player does not have negative behaviors for the game task.
根据每个玩家的客户端发送的第一预设操作行为的数量,确定每个玩家针对游戏任务是否存在消极游戏的行为。According to the number of the first preset operation behaviors sent by the client of each player, it is determined whether each player has a passive game behavior for the game task.
上述实施例中计算机程序执行的消极游戏检测方法,通过接收客户端发送的用于指证玩家不存在针对游戏任务的消极行为的第一预设操作行为,根据第一预设操作行为的数量,判断玩家针对游戏任务是否存在消极游戏的行为。由于上述实施例中未定义消极行为检测机制,使得玩家不能通过试错法确定消极行为检测机制,也就不能输入消极行为检测机制中未定义的其他消极行为;且由于上述实施例上报的第一预设操作行为不是消极行为,也就无法通过外挂不上报消极行为,从而避免玩家逃避因消极行为带来的游戏惩罚,提高其他玩家的游戏体验。The negative game detection method implemented by the computer program in the above embodiment, by receiving the first preset operation behavior sent by the client and used to prove that the player does not have a negative behavior for the game task, and judges according to the number of the first preset operation behavior. Whether the player has negative game behavior in response to the game task. Since the negative behavior detection mechanism is not defined in the above embodiment, the player cannot determine the negative behavior detection mechanism through trial and error, and cannot input other negative behaviors not defined in the negative behavior detection mechanism; The preset operating behavior is not a negative behavior, so it is impossible to fail to report the negative behavior through plug-ins, so as to prevent players from escaping the game punishment caused by the negative behavior, and improve the game experience of other players.
在本发明所提供的几个实施例中,应该理解到,所揭露的装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。In the several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are only illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components may be combined or Can be integrated into another system, or some features can be ignored, or not implemented. On the other hand, the shown or discussed mutual coupling or direct coupling or communication connection may be through some interfaces, indirect coupling or communication connection of devices or units, and may be in electrical, mechanical or other forms.
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。The units described as separate components may or may not be physically separated, and components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
另外,在本发明各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware, or may be implemented in the form of hardware plus software functional units.
上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)或处理器(英文:processor)执行本发明各个实施例所述方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(英文:Read-Only Memory,简称:ROM)、随机存取存储器(英文:Random Access Memory,简称:RAM)、磁碟或者光盘等各种可以存储程序代码的介质。The above-mentioned integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute the various embodiments of the present invention. part of the method. The aforementioned storage media include: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, referred to as: ROM), random access memory (English: Random Access Memory, referred to as: RAM), magnetic disk or optical disk, etc. Various media that can store program code.
上仅为本发明的具体实施方式,但本发明的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本发明揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本发明的保护范围之内。因此,本发明的保护范围应以权利要求的保护范围为准。The above are only specific embodiments of the present invention, but the protection scope of the present invention is not limited thereto. Any person skilled in the art who is familiar with the technical scope disclosed by the present invention can easily think of changes or replacements, which should be covered within the scope of the present invention. within the protection scope of the present invention. Therefore, the protection scope of the present invention should be subject to the protection scope of the claims.
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