CN110384927A - System and method for determining the type of player in online game - Google Patents

System and method for determining the type of player in online game Download PDF

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CN110384927A
CN110384927A CN201910302859.0A CN201910302859A CN110384927A CN 110384927 A CN110384927 A CN 110384927A CN 201910302859 A CN201910302859 A CN 201910302859A CN 110384927 A CN110384927 A CN 110384927A
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player
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game
player device
sensor
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CN110384927B (en
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安东·高芬
沃伊切赫·荣诺斯基
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Hooch Global Ltd
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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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling 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
    • A63F13/537Controlling 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
    • 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
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3241Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance
    • 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)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Human Computer Interaction (AREA)
  • General Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • User Interface Of Digital Computer (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Position Input By Displaying (AREA)

Abstract

本公开提供一种用于确定与网络游戏相关联的玩家的类型的系统和方法。该系统包括:具有一个或多个传感模块的至少一个玩家设备,以及与至少一个玩家设备可通信地耦接的服务器装置。服务器装置被配置为:将第一组信息发送到至少一个玩家设备;从至少一个玩家设备接收第二组信息,其中,第二组信息包括游戏信息和传感器信息;分析第二组信息以计算相关联的玩家的可靠性因子;以及基于计算的可靠性因子确定相关联的玩家的类型。

The present disclosure provides a system and method for determining the type of player associated with an online game. The system includes: at least one player device having one or more sensor modules, and a server device communicatively coupled to the at least one player device. The server apparatus is configured to: send a first set of information to the at least one player device; receive a second set of information from the at least one player device, wherein the second set of information includes game information and sensor information; and analyze the second set of information to calculate correlations reliability factors of the associated players; and determining the type of associated players based on the calculated reliability factors.

Description

用于确定网络游戏中玩家的类型的系统和方法System and method for determining the type of player in an online game

技术领域technical field

本公开总体上������网络游戏���网络应用,并且更具体地,涉及用于确定与网络游戏相关联的玩家的类型的系统。此外,本公开还涉及用于确定与网络游戏相关联的玩家的类型的方法。The present disclosure relates generally to network games and network applications, and more particularly, to a system for determining a type of player associated with a network game. Furthermore, the present disclosure also relates to a method for determining a type of player associated with an online game.

背景技术Background technique

近来,网络游戏在娱乐业中占有重要地位。通常,玩家在游戏装置上执行一个或多个活动以在单个玩家模式或多玩家模式中赢得网络游戏。此外,游戏设施被配置为促进多玩家模式,其中,多玩家作为团队的团队成员参与并以协作方式执行活动以击败对手团队。此外,网络游戏可以包括基于技能的游戏和基于投注的游戏。Recently, online games have played an important role in the entertainment industry. Typically, a player performs one or more activities on a gaming device to win a network game in a single player mode or a multiplayer mode. Additionally, the gaming facility is configured to facilitate a multi-player mode in which multiple players participate as team members of a team and perform activities in a collaborative manner to defeat an opposing team. Additionally, online games may include skill-based games and wager-based games.

通常,在基于投注的游戏中,玩家对游戏的结果下注。在这样的游戏中,游戏的结果是不确定的。另一方面,在基于技能的游戏中,玩家可以通过使用他/她的身体技能或智力上的技能来确定游戏的结果。游戏设施在他/她赢得游戏时为玩家提供包括金钱或经济收益在内的好处。Typically, in wagering-based games, players place bets on the outcome of the game. In such games, the outcome of the game is uncertain. On the other hand, in skill-based games, the player can determine the outcome of the game by using his/her physical skills or intellectual skills. Gaming facilities provide the player with benefits including monetary or financial gain when he/she wins the game.

然而,存在与向网络游戏相关联的玩家提供上述益处相关联的某些限制。网络游戏经常涉及各种形式的欺诈活动。例如,玩家可以使用与网络游戏交互的自主程序(例如,诸如机器人)。这种自主程序被设计的就像玩家一样。此外,这种自主程序可以应用完美或近乎完美的策略来确定网络游戏的结果,从而获得金钱或经济收益。为了克服上述限制,大多数网络游戏使用计算机程序或系统(例如验证码)来区分人和机器输入。然而,机器人通常使用诸如光学字符识别和机器学习之类的多种技术来绕过这些计算机程序。However, there are certain limitations associated with providing the aforementioned benefits to players associated with online games. Online games often involve various forms of fraudulent activity. For example, players may use autonomous programs (eg, such as robots) that interact with online games. This autonomous program is designed just like the player. Furthermore, such autonomous programs can apply perfect or near-perfect strategies to determine the outcome of online games for monetary or financial gain. To overcome the above limitations, most online games use a computer program or system (eg, captcha) to differentiate between human and machine input. However, robots often use a variety of techniques such as optical character recognition and machine learning to bypass these computer programs.

因此,鉴于前面的讨论,需要克服与确定与网络游戏相关联的玩家的类型相关联的上述缺点。Accordingly, in view of the foregoing discussion, there is a need to overcome the above-mentioned disadvantages associated with determining the type of player associated with an online game.

发明内容SUMMARY OF THE INVENTION

本公开旨在提供一种用于确定与网络游戏相关联的玩家的类型的系统。本公开还旨在提供一种用于确定与网络游戏相关联的玩家的类型的方法。The present disclosure aims to provide a system for determining the type of player associated with an online game. The present disclosure also aims to provide a method for determining a type of player associated with an online game.

本公开旨在提供与网络游戏相关联的欺诈活动的现有问题的解决方案。本公开的目的在于提供一种解决方案,其至少部分地克服现有技术中遇到的问题,并提供用于确定玩家的类型的安全的、合算的、易于实现并且可靠的系统。The present disclosure seeks to provide a solution to the existing problem of fraudulent activity associated with online gaming. It is an object of the present disclosure to provide a solution that at least partially overcomes the problems encountered in the prior art and provides a safe, cost-effective, easy-to-implement and reliable system for determining the type of player.

一方面,本公开实施例提供了一种用于确定与应用相关联的玩家的类型的系统,包括:In one aspect, embodiments of the present disclosure provide a system for determining a type of player associated with an application, comprising:

-具有一个或多个传感模块的至少一个玩家设备;- at least one player device with one or more sensor modules;

-与至少一个玩家设备可通信地耦接的服务器装置,其中,服务器装置被配置为:- a server device communicatively coupled to the at least one player device, wherein the server device is configured to:

(i)将第一组信息发送到至少一个玩家设备;(i) sending the first set of information to at least one player device;

(ii)从至少一个玩家设备接收第二组信息,其中,第二组信息包括游戏信息和来自一个或多个传感模块的传感器信息;(ii) receiving a second set of information from at least one player device, wherein the second set of information includes game information and sensor information from one or more sensor modules;

(iii)分析第二组信息以计算相关联的玩家的可靠性因子;以及(iii) analyzing the second set of information to calculate a reliability factor for the associated player; and

(iv)基于计算的可靠性因子确定相关联的玩家的类型。(iv) Determining the type of associated player based on the calculated reliability factor.

另一方面,本公开实施例提供了一种用于确定与应用相关联的玩家的类型的方法,包括:In another aspect, embodiments of the present disclosure provide a method for determining a type of player associated with an application, comprising:

(i)将第一组信息从服务器装置发送到玩家设备;(i) sending the first set of information from the server device to the player device;

(ii)从玩家设备接收第二组信息,其中,第二组信息包括游戏信息和传感器信息;(ii) receiving a second set of information from the player device, wherein the second set of information includes game information and sensor information;

(iii)分析第二组信息以计算相关联的玩家的可靠性因子;以及(iii) analyzing the second set of information to calculate a reliability factor for the associated player; and

(iv)基于计算的可靠性因子确定相关联的玩家的类型。(iv) Determining the type of associated player based on the calculated reliability factor.

本公开实施例基本上消除或至少部分地解决了现有技术中的上述问题,并且使得能够在用于确定玩家的类型的安全的、合算的、易于实现且可靠的系统中确定玩家的类型。Embodiments of the present disclosure substantially obviate or at least partially address the above-described problems of the prior art, and enable determining a player's type in a safe, cost-effective, easy-to-implement, and reliable system for determining a player's type.

根据附图和结合所附权利要求解释的说明性实施例的详细描述,本公开的其他方面、优点、特征和目的将变得显而易见。Other aspects, advantages, features and objects of the present disclosure will become apparent from the accompanying drawings and the detailed description of the illustrative embodiments, which are explained in conjunction with the appended claims.

应当理解的是,在不脱离由所附权利要求限定的本公开的范围的情况下,本公开的特征易于以各种组合进行组合。It should be understood that the features of the present disclosure may be easily combined in various combinations without departing from the scope of the disclosure, which is defined by the appended claims.

附图说明Description of drawings

当结合附图阅读时,可以更好地理解以上概述以及说明性实施例的以下详细描述。出于说明本公开的目的,在附图中示出了本公开的示例性构造。然而,本公开不限于本文公开的具体方法和手段。此外,本领域技术人员将理解附图不是按比例绘制的。在任何可能的地方,类似的元素都用相同的附图标记表示。The foregoing summary, as well as the following detailed description of illustrative embodiments, may be better understood when read in conjunction with the accompanying drawings. For the purpose of illustrating the disclosure, there are shown in the drawings exemplary constructions of the disclosure. However, the present disclosure is not limited to the specific methods and instrumentalities disclosed herein. Furthermore, those skilled in the art will appreciate that the drawings are not to scale. Wherever possible, similar elements are denoted by the same reference numerals.

现在仅通过示例并参考以下附图来描述本公开的实施例,附图中:Embodiments of the present disclosure will now be described, by way of example only, with reference to the following drawings, in which:

图1示出了根据本公开实施例的用于确定与网络游戏相关联的玩家的类型的系统的框图;1 shows a block diagram of a system for determining the type of player associated with an online game according to an embodiment of the present disclosure;

图2是根据本公开实施例的系统(例如,诸如图1的系统)的实现的示例性顺序图;2 is an exemplary sequence diagram of an implementation of a system (eg, such as the system of FIG. 1 ) in accordance with an embodiment of the present disclosure;

图3是根据本公开实施例的传感器数据游戏信息和传感器信息的图示;以及3 is an illustration of sensor data game information and sensor information in accordance with an embodiment of the present disclosure; and

图4是根据本公开实施例的用于确定与网络游戏相关联的玩家的类型的方法步骤的图示。4 is an illustration of method steps for determining a type of player associated with an online game, according to an embodiment of the present disclosure.

在附图中,下划线的附图标记用于表示下划线附图标记所在的项目或下划线附图标记毗邻的项目。未加下划线的附图标记涉及由将未加下划线的附图标记链接到项目的线标识的项目。当附图标记没有下划线并伴有相关箭头时,未加下划线的附图标记用于标识箭头指向的一般项目。In the drawings, an underlined reference number is used to indicate the item to which the underlined reference number is located or the item adjacent to the underlined reference number. An ununderlined reference number refers to the item identified by the line linking the ununderlined reference number to the item. When a reference number is not underlined and is accompanied by an associated arrow, the ununderlined reference number is used to identify the general item to which the arrow points.

具体实施方式Detailed ways

以下详细描述示出了本公开实施例以及可以实现这些实施例的方式。尽管已经公开了执行本公开的一些模式,但是本领域技术人员将认识到用于执行或实践本公开的其他实施例也是可能的。The following detailed description illustrates embodiments of the present disclosure and the manner in which they may be implemented. Although some modes of carrying out the disclosure have been disclosed, those skilled in the art will recognize that other embodiments for carrying out or practicing the disclosure are possible.

一方面,本公开实施例提供了一种用于确定与应用相关联的玩家的类型的系统,包括:In one aspect, embodiments of the present disclosure provide a system for determining a type of player associated with an application, comprising:

-具有一个或多个传感模块的至少一个玩家设备;- at least one player device with one or more sensor modules;

-与至少一个玩家设备可通信地耦接的服务器装置,其中,服务器装置被配置为:- a server device communicatively coupled to the at least one player device, wherein the server device is configured to:

(i)将第一组信息发送到至少一个玩家设备;(i) sending the first set of information to at least one player device;

(ii)从至少一个玩家设备接收第二组信息,其中,第二组信息包括游戏信息和来自一个或多个传感模块的传感器信息;(ii) receiving a second set of information from at least one player device, wherein the second set of information includes game information and sensor information from one or more sensor modules;

(iii)分析第二组信息以计算相关联的玩家的可靠性因子;以及(iii) analyzing the second set of information to calculate a reliability factor for the associated player; and

(iv)基于计算的可靠性因子确定相关联的玩家的类型。(iv) Determining the type of associated player based on the calculated reliability factor.

另一方面,本公开实施例提供了一种用于确定与应用相关联的玩家的类型的方法,包括:In another aspect, embodiments of the present disclosure provide a method for determining a type of player associated with an application, comprising:

(i)将第一组信息从服务器装置发送到玩家设备;(i) sending the first set of information from the server device to the player device;

(ii)从玩家设备接收第二组信息,其中,第二组信息包括游戏信息和传感器信息;(ii) receiving a second set of information from the player device, wherein the second set of information includes game information and sensor information;

(iii)分析第二组信息以计算相关联的玩家的可靠性因子;以及(iii) analyzing the second set of information to calculate a reliability factor for the associated player; and

(iv)基于计算的可靠性因子确定相关联的玩家的类型。(iv) Determining the type of associated player based on the calculated reliability factor.

该应用可以是例如应用程序,网络游戏或网络游戏应用。在下文中,这些术语可以互换使用。The application may be, for example, an application program, an online game or an online game application. In the following, these terms are used interchangeably.

又一方面,本公开实施例提供了一种用于确定当前玩/使用应用/网络游戏/网络游戏应用的玩家的类型的系统,其中,该系统包括:In yet another aspect, an embodiment of the present disclosure provides a system for determining the type of player currently playing/using an application/online game/online game application, wherein the system includes:

-具有一个或多个传感模块的至少一个玩家设备;- at least one player device with one or more sensor modules;

-与至少一个玩家设备可通信地耦接的服务器装置,其中,服务器装置被配置为:- a server device communicatively coupled to the at least one player device, wherein the server device is configured to:

(i)将第一组数据元素发送到至少一个玩家设备中的网络游戏是激活的玩家设备;(i) sending the first set of data elements to at least one player device in which the online game is active;

(ii)从玩家设备接收第二组数据元素,其中,第二组数据元素包括对第一组数据元素的响应和来自一个或多个传感模块的传感器数据;(ii) receiving a second set of data elements from the player device, wherein the second set of data elements includes responses to the first set of data elements and sensor data from one or more sensor modules;

(iii)分析第二组数据元素,并基于该分析来计算第二组数据元素的可靠性因子;(iii) analyzing the second set of data elements, and calculating reliability factors for the second set of data elements based on the analysis;

(iv)基于计算的可靠性因子确定当前在玩家设备上玩网络游戏的玩家的类型;以及(iv) determining the type of player currently playing the online game on the player device based on the calculated reliability factor; and

如果确定玩家的类型是机器人,则服务器装置被配置为至少部分地禁用玩家设备上的网络游戏。If the type of player is determined to be a bot, the server apparatus is configured to at least partially disable network gaming on the player's device.

所公开的实施例的各方面可以有利地确定何时是机器而不是真人在玩网络游戏。通过确保只有人互相对抗以及确保机器(诸如机器人)正在接管游戏和竞争来限制对系统和游戏的滥用。这有利地平衡了游戏区,特别是当难以看见或难以知道网络游戏中谁是其他一个或多个对手时。Aspects of the disclosed embodiments may advantageously determine when a machine rather than a human is playing a network game. Limit abuse of systems and games by ensuring that only humans play against each other and that machines (such as robots) are taking over the game and competition. This advantageously balances the playing field, especially when it is difficult to see or know who the other opponent or opponents are in a network game.

另一方面,服务器装置被配置为通过防止向玩家设备发送游戏相关数据和从玩家设备接收游戏相关数据来至少部分地禁用玩家设备上的网络游戏。所公开实施例的各方面有利地限制诸如机器人的机器玩网络游戏的能力。当其他玩家是人时,这尤其有用。In another aspect, the server apparatus is configured to at least partially disable network gaming on the player device by preventing game-related data from being sent to and received from the player device. Aspects of the disclosed embodiments advantageously limit the ability of machines, such as bots, to play online games. This is especially useful when the other players are humans.

另一方面,当确定相关联的玩家的类型是真实玩家时,服务器装置被配置为奖励积分给相关联的玩家的游戏账户。附加地或可选地,服务器装置被配置为奖励相关联的玩家对相关联的玩家正在使用的游戏/应用中的下一关卡的访问。一般来说,奖励积分还可以涉及例如打开工具/技能或禁用/启用相关联的玩家正在玩的游戏/应用的一些特征。On the other hand, when the type of the associated player is determined to be a real player, the server device is configured to award points to the associated player's gaming account. Additionally or alternatively, the server device is configured to reward the associated player for access to the next level in the game/application being used by the associated player. In general, bonus points may also relate to, for example, turning on a tool/skill or disabling/enabling some feature of the associated game/application being played by the player.

另一方面,传感器数据包括以下一项或多项:玩家设备的位置的位置数据;玩家设备捕获的图像;玩家设备相对于预定XYZ平面的方位以及玩家设备测量的温度。传感器数据可以有利地帮助确定谁正在设备上玩网络游戏,而不是机器或机器人正在玩网络游戏。In another aspect, the sensor data includes one or more of the following: position data for the location of the player device; images captured by the player device; orientation of the player device relative to a predetermined XYZ plane and temperature measured by the player device. Sensor data can advantageously help determine who is playing an online game on a device, rather than a machine or robot.

另一方面,对第一组数据元素的响应包括由服务器装置检测与玩家设备的用户界面的交互。在玩游戏期间,游戏信息呈现在设备的屏幕上。在玩游戏期间,用户与设备的物理交互,尤其是对用户界面或显示器上呈现的游戏数据或信息的交互或响应,被用于确定实际的人正在玩游戏而不是机器或机器人在玩游戏。In another aspect, the response to the first set of data elements includes detecting, by the server apparatus, an interaction with the user interface of the player device. During game play, game information is presented on the device's screen. During game play, the user's physical interaction with the device, especially the interaction or response to game data or information presented on the user interface or display, is used to determine that an actual person is playing the game rather than a machine or robot.

另一方面,检测到的交互是对用户界面的屏幕的触摸或接近触摸中的一个或多个。当游戏数据需要与显示器上的对象交互时,触摸或接近触摸可以指示实际的人而不是机器人。On the other hand, the detected interaction is one or more of a touch or a proximity touch to the screen of the user interface. When game data needs to interact with objects on the display, touch or proximity touch can indicate an actual human rather than a robot.

另一方面,呈现第一组数据元素包括在显示器上生成弹出窗口,以及检测响应包括检测对弹出窗口中的至少一个对象的选���。���公开的实施例的各方面可以提供一种机制,该机制需要机器难以克服的用户交互。In another aspect, presenting the first set of data elements includes generating a pop-up window on the display, and detecting the response includes detecting a selection of at least one object in the pop-up window. Aspects of the disclosed embodiments may provide a mechanism that requires user interaction that is difficult for a machine to overcome.

另一方面,一个或多个传感模块包括加速计传感器、温度传感器、位置传感器和成像传感器中的至少一者。作为示例,加速计传感器可以用于检测玩家设备的移动。例如,如果与选择用户界面元素(例如,使用触摸屏)基本上同时检测到移动,则用户可能是人而不是机器人。而且,温度传感器可以用于检测人与玩家设备的接近度。成像传感器(玩家设备的面部相机)可以用于检测真实用户正在玩。传感模块或多个传感模块可以包括传感器的任何组合,并且不同的传感模块可以包括不同的传感器和传感器的组合。例如,一个传感模块可以包括加速计传感器和温度传感器,而另一传感模块可以包括加速计传感器和成像传感器。传感模块也可以是相同的。In another aspect, the one or more sensing modules include at least one of an accelerometer sensor, a temperature sensor, a position sensor, and an imaging sensor. As an example, an accelerometer sensor may be used to detect movement of a player's device. For example, if movement is detected substantially simultaneously with selection of a user interface element (eg, using a touch screen), the user may be a human rather than a robot. Also, a temperature sensor can be used to detect the proximity of a person to the player's device. An imaging sensor (the player's device's face camera) can be used to detect that a real user is playing. A sensing module or multiple sensing modules may include any combination of sensors, and different sensing modules may include different sensors and combinations of sensors. For example, one sensing module may include an accelerometer sensor and a temperature sensor, while another sensing module may include an accelerometer sensor and an imaging sensor. The sensing module can also be the same.

另一方面,服务器装置被配置为迭代地执行步骤(i)至步骤(iii)以确定多个可靠性因子,其中,处理多个可靠性因子以确定总体可靠性因子。In another aspect, the server device is configured to perform steps (i) to (iii) iteratively to determine a plurality of reliability factors, wherein the plurality of reliability factors are processed to determine an overall reliability factor.

另一方面,服务器装置还被配置为将计算的总体可靠性因子与预定值进行比较。然后可以使用该比较来确定玩家的类型。On the other hand, the server device is further configured to compare the calculated overall reliability factor with a predetermined value. This comparison can then be used to determine the type of player.

另一方面,网络游戏是多玩家游戏。术语网络游戏可以指在玩家设备中执行的通用应用/app。这种应用可以例如从应用程序商店下载到玩家设备。该应用可以是网络游戏。该应用还可以指Web浏览器应用。在一个实施例中,所限定的相关联的玩家的类型选自人和机器人。On the other hand, online games are multi-player games. The term network game may refer to a generic application/app that executes in a player's device. Such an application may be downloaded to the player device, eg, from an application store. The application may be an online game. The application may also refer to a web browser application. In one embodiment, the defined types of associated players are selected from humans and robots.

根据实施例,时间戳信息被分配给游戏信息和传感器信息中的每一个,并且其中,通过处理时间戳信息、游戏信息和传感器信息来计算可靠性因子。According to an embodiment, the time stamp information is assigned to each of the game information and the sensor information, and wherein the reliability factor is calculated by processing the time stamp information, the game information and the sensor information.

另一方面,服务器装置因此还可以被配置为将实时时间戳数据分配给第一组数据元素的数据元素、第二组数据元素的数据元素和传感器数据,其中,通过处理时间戳数据、第一组数据元素、第二组数据元素和传感器数据来计算可靠性因子。时间戳数据可以用于确定何时呈现游戏信息以及何时检测或接收对游戏信息的响应。例如,用户通常需要最少的时间来准备响应并与设备交互。然而,机器或机器人可以更快地作出响应。所公开的实施例的各方面可以查看响应时间并确定响应是由玩游戏的机器还是人生成的可能性的多少。时间戳数据还可以关联游戏数据和响应的及时性,以及相对于游戏数据和对游戏数据的响应何时检测到传感器数据。在一个实施例中,这可以确保传感器数据基本上与游戏数据和检测到的响应中的一个或多个同时发生。On the other hand, the server device may thus also be configured to assign the real-time timestamp data to the data elements of the first set of data elements, the data elements of the second set of data elements and the sensor data, wherein by processing the timestamp data, the first A set of data elements, a second set of data elements, and sensor data to calculate reliability factors. Timestamp data can be used to determine when game information is presented and when responses to game information are detected or received. For example, users typically require minimal time to prepare responses and interact with the device. However, machines or robots can respond faster. Aspects of the disclosed embodiments may look at response times and determine how likely it is that a response is generated by a game-playing machine or a human. Timestamp data can also correlate the timeliness of game data and responses, and when sensor data was detected relative to game data and responses to game data. In one embodiment, this may ensure that sensor data occurs substantially concurrently with one or more of game data and detected responses.

根据实施例,第一组信息指的是与在玩家设备上呈现的应用相关联的数据。另一方面,第一组数据元素包括在玩家设备上呈现并且当前激活的网络游戏的数据。According to an embodiment, the first set of information refers to data associated with an application presented on the player's device. In another aspect, the first set of data elements includes data for the network game that is presented on the player device and is currently active.

根据另一实施例,基于玩家与第一组信息的交互来生成游戏信息。另一方面,第二组数据元素是基于对玩家与至少一个玩家设备响应于在玩家设备上呈现并且当前激活的网络游戏的数据的交互进行检测而生成的。According to another embodiment, game information is generated based on player interaction with the first set of information. In another aspect, the second set of data elements is generated based on detection of player interaction with at least one player device responsive to data presented on the player device and currently active network game.

另一方面,所公开的实施例提供了一种用于使用处理器确定与在用户设备上呈现的网络游戏相关联的玩家的类型的方法,该处理器包括非暂时性机器可读计算机程序指令,其中,该方法包括由处理器执行非暂时性机器可读计算机程序指令:In another aspect, the disclosed embodiments provide a method for determining a type of player associated with a network game presented on a user device using a processor, the processor comprising non-transitory machine-readable computer program instructions , wherein the method comprises executing, by a processor, non-transitory machine-readable computer program instructions:

-将第一组数据元素发送到网络游戏是激活的至少一个玩家设备的玩家设备;- sending the first set of data elements to the player device of which the online game is at least one player device that is active;

-从玩家设备接收第二组数据元素,其中,第二组数据元素包括对第一组数据元素的响应和来自一个或多个传感模块的传感器数据;- receiving a second set of data elements from the player device, wherein the second set of data elements includes responses to the first set of data elements and sensor data from one or more sensor modules;

-分析第二组数据元素并计算第二组数据元素的可靠性因子;- analyze the second set of data elements and calculate reliability factors for the second set of data elements;

-基于计算的可靠性因子确定在玩家设备上玩网络游戏的玩家的类型;以及- determining the type of player playing the online game on the player's device based on the calculated reliability factor; and

-如果确定玩家的类型是机器人,则至少部分地禁用玩家设备上的网络游戏。- If the player's type is determined to be a bot, at least partially disabling the online game on the player's device.

另一方面,当确定相关联的玩家的类型是真实玩家时,该方法包括奖励积分给相关联的玩家的游戏账户。On the other hand, when the type of the associated player is determined to be a real player, the method includes awarding points to the associated player's gaming account.

该方法的另一方面,第一组数据元素包括在玩家设备上呈现并且当前激活的网络游戏的数据,第二组数据元素是基于对玩家与至少一个玩家设备的响应于在玩家设备上呈现并且当前激活的网络游戏的数据的交互进行检测而生成的。In another aspect of the method, the first set of data elements includes data for a currently active online game presented on the player device, and the second set of data elements is presented on the player device based on responses to the player and the at least one player device and Generated by detecting the interaction of the data of the currently active online game.

另一方面,所公开的实施例涉及一种用于确定与网络游戏相关联的玩家的类型的系统,其中,该系统包括:In another aspect, the disclosed embodiments relate to a system for determining a type of player associated with an online game, wherein the system includes:

-具有一个或多个传感模块的至少一个玩家设备;- at least one player device with one or more sensor modules;

-与至少一个玩家设备可通信地耦接的服务器装置,其中,服务器装置被配置为:- a server device communicatively coupled to the at least one player device, wherein the server device is configured to:

-将第一请求发送到网络游戏是激活的至少一个玩家设备的玩家设备;- sending the first request to a player device of which the online game is at least one player device that is active;

-在玩家设备的显示器上呈现第一请求;- presenting the first request on the display of the player's device;

-检测对第一请求的响应以及来自玩家设备的传感器模块的传感器数据;- detecting the response to the first request and sensor data from the sensor module of the player's device;

-分析响应和传感器数据以计算与网络游戏和网络游戏是激活的玩家设备相关联的玩家的可靠性因子;- analysis of responses and sensor data to calculate reliability factors for players associated with online games and player devices on which the online game is active;

-基于计算的可靠性因子确定相关联的玩家的类型;以及- determining the type of associated player based on the calculated reliability factor; and

-当确定相关联的玩家的类型是机器人时,通过限制向玩家设备发送游戏相关数据和从玩家设备接收游戏相关数据来至少部分地禁用玩家设备上的网络游戏;或者- at least partially disabling online gaming on a player's device by restricting the sending and receiving of game-related data to and from the player's device when the type of associated player is determined to be a bot; or

-当确定相关联的玩家的类型是真实玩家时,奖励积分给相关联的玩家的游戏账户。- When the type of the associated player is determined to be a real player, award points to the associated player's gaming account.

该系统的另一方面,传感器数据包括以下一项或多项:玩家设备的位置的位置数据;玩家设备捕获的图像;玩家设备的方位以及玩家设备测量的温度。In another aspect of the system, the sensor data includes one or more of: location data of the location of the player device; images captured by the player device; orientation of the player device and temperature measured by the player device.

该系统的另一方面,对第一请求的响应是检测到与玩家设备的用户界面的交互。In another aspect of the system, the response to the first request is to detect an interaction with a user interface of the player device.

该系统的另一方面,检测交互是对用户界面的屏幕的触摸。In another aspect of the system, the detection interaction is a touch to the screen of the user interface.

本公开试图提供一种用于确定与网络游戏相关联的玩家的类型的系统和方法。本公开分析传感器信息以计算可靠性因子。此外,传感器信息使得系统能够确定玩家设备是被人(例如通过确定玩家设备是否被手使用)还是机器人使用。对传感器信息的这种分析有助于准确计算可靠性因子,从而准确地确定玩家的类型。有益地,本公开允许以迭代或预定义的方式分析玩家的传感器信息。对玩家的传感器信息的这种检测实现了用于确定玩家类型的安全的、合算的、易于实现并且可靠的系统。The present disclosure seeks to provide a system and method for determining the type of player associated with an online game. The present disclosure analyzes sensor information to calculate reliability factors. Additionally, the sensor information enables the system to determine whether the player device is being used by a human (eg, by determining whether the player device is being used by a hand) or a robot. This analysis of sensor information helps to accurately calculate reliability factors and thus accurately determine the type of player. Beneficially, the present disclosure allows analysis of player sensor information in an iterative or predefined manner. This detection of the player's sensor information enables a safe, cost-effective, easy-to-implement, and reliable system for determining the type of player.

应当理解的是,网络游戏涉及部分或主要通过通信网络玩的结构化游戏形式。网络游戏可以由单个玩家或多个玩家玩。网络游戏的示例可以包括但不限于:诸如投机游戏之类的基于投注的游戏,投币机或任何其他投注游戏,城堡游戏,基于策略的游戏(例如,城市建设游戏),或者诸如多玩家游戏之类的其他组游戏。玩家使用至少一个玩家设备来玩网络游戏。It should be understood that online games involve structured forms of games played partly or primarily over a communication network. Online games can be played by a single player or by multiple players. Examples of online games may include, but are not limited to, wagering based games such as games of chance, slot machines or any other wagering games, castle games, strategy based games (eg city building games), or games such as multiplayer games and other group games. The player uses at least one player device to play the online game.

如前所述,系统包括具有一个或多个传感���块的至少一个玩家设备。在整个本公开中,文中所使用的术语“玩家设备”指的是玩家在其上玩网络游戏的电子计算设备。至少一个玩家设备的示例可以包括但不限于:个人计算机、手持计算设备、平板电脑、游戏机、膝上型电脑、移动计算机、可佩戴式计算机、诸如手机、个人数字助理之类的通信设备、视频老虎机、视频扑克机、自助服务终端、娱乐场个人设备等。在实施例中,至少一个玩家设备可以包括可操作以接收信息的硬件和固件的组合。可选地,至少一个玩家设备包括用于向玩家显示第一组信息的显示单元。此外,至少一个玩家设备包括多个电子组件,例如微处理器、图形处理器单元(GPU)、存储器单元、多个传感器、电池和用户界面。As previously mentioned, the system includes at least one player device having one or more sensor modules. Throughout this disclosure, the term "player device" as used herein refers to an electronic computing device on which a player plays a network game. Examples of at least one player device may include, but are not limited to, personal computers, handheld computing devices, tablet computers, gaming consoles, laptop computers, mobile computers, wearable computers, communication devices such as cell phones, personal digital assistants, Video slot machines, video poker machines, kiosks, casino personal devices, etc. In an embodiment, at least one player device may include a combination of hardware and firmware operable to receive information. Optionally, the at least one player device includes a display unit for displaying the first set of information to the player. Additionally, at least one player device includes a plurality of electronic components, such as a microprocessor, a graphics processing unit (GPU), a memory unit, a plurality of sensors, a battery, and a user interface.

此外,一个或多个传感模块可操作以检测与至少一个玩家设备相关联的传感器信息。可选地,一个或多个传感模块包括加速计传感器、温度传感器、位置传感器以及成像传感器中的至少一者。在这种情况下,传感器信息包括与玩家设备的移动、玩家设备周围的温度、玩家设备的位置和相关联的玩家的图像信息有关的数据。Additionally, one or more sensor modules are operable to detect sensor information associated with at least one player device. Optionally, the one or more sensing modules include at least one of an accelerometer sensor, a temperature sensor, a position sensor, and an imaging sensor. In this case, the sensor information includes data related to the movement of the player's device, the temperature around the player's device, the position of the player's device, and the associated image information of the player.

如前所述,该系统包括与至少一个玩家设备可通信地耦接的服务器装置。这里所使用的术语“服务器装置”指的是包括可编程和/或不可编程的组件的结构和/或模块,该结构和/或模块被配置为接收、存储、处理和/或共享第一组信息和第二组信息。在示例中,服务器装置可以包括诸如存储器单元、处理器、网络适配器之类的组件,以接收、存储、处理和/或共享第一组信息。可选地,存储器单元将与游戏相关的任何数据(例如,用户数量,获胜者,奖励给获胜者的奖励)存储在数据库中。As previously mentioned, the system includes a server device communicatively coupled to the at least one player device. As used herein, the term "server device" refers to a structure and/or module comprising programmable and/or non-programmable components configured to receive, store, process and/or share a first set of information and a second set of information. In an example, the server apparatus may include components such as memory units, processors, network adapters, etc., to receive, store, process and/or share the first set of information. Optionally, the memory unit stores any data related to the game (eg, number of users, winners, awards awarded to winners) in the database.

服务器装置可以包括彼此可通信地耦接的单个服务器或多个服务器。服务器装置可操作以执行网络游戏相关数据。可选地,服务器装置是游戏服务器或部署在连接到远程服务器的云环境中的服务器。可选地,服务器装置被实现为以并行和/或分布式架构操作的两个或更多个服务器。The server apparatus may include a single server or multiple servers communicatively coupled to each other. The server device is operable to execute network game related data. Optionally, the server device is a game server or a server deployed in a cloud environment connected to a remote server. Optionally, the server arrangement is implemented as two or more servers operating in a parallel and/or distributed architecture.

此外,服务器装置通过通信网络与至少一个玩家设备可通信地耦接。可选地,至少一个玩家设备经由有线网络、无线网络或其任何组合被可通信地耦接到服务器装置。至少一个玩家设备和服务器装置之间的通信网络的示例包括但不限于:局域网(LAN)、广域网(WAN)、无线电网络、因特网、无线电网络、电信网络。在一实施例中,服务器装置和至少一个玩家设备之间的通信发生在短程网络和/或远程网络上。Furthermore, the server device is communicatively coupled with the at least one player device through a communication network. Optionally, the at least one player device is communicatively coupled to the server device via a wired network, a wireless network, or any combination thereof. Examples of communication networks between the at least one player device and the server apparatus include, but are not limited to: local area networks (LANs), wide area networks (WANs), radio networks, the Internet, radio networks, telecommunications networks. In one embodiment, the communication between the server device and the at least one player device occurs over a short-range network and/or a long-range network.

如前所述,服务器装置被配置为将第一组信息从服务器装置发送到至少一个玩家设备。在整个本公开中,文中使用的术语“第一组信息”指的是与网络游戏相关联的数据内容。在这种情况下,第一组信息包括游戏相关数据内容(例如,游戏指令、关卡、分数、角色/对象、动画等)。在一个实施例中,第一组信息是文本格式。在另一实施例中,第一组信息以图像格式提供。在这种实施例中,图像格式可以是JPEG、JFIF、Exif、TIFF、GIF、BMP、PNG等。在另一实施例中,第一组信息以视频格式提供。在这种实施例中,视频格式可以是:AVI(音频视频交错格式)、FLV(流媒体格式)、WMV(Windows媒体视频格式)、MOV(Apple QuickTime影片格式)、MP4(动态图像专家组4格式)等。在另一实施例中,第一组信息以音频格式提供。在这种实施例中,音频格式可以是波形音频文件格式、音频交换文件格式、MPEG-1音频层3、高级音频编码。在又一实施例中,第一组信息以文本格式、图像格式、音频格式或视频格式的���合提供。第一组信息包括玩家������交互的信息(例如,诸如一个或多个问题、一组规则、游戏关卡之类)。As before, the server apparatus is configured to send the first set of information from the server apparatus to the at least one player device. Throughout this disclosure, the term "first set of information" as used herein refers to data content associated with an online game. In this case, the first set of information includes game-related data content (eg, game instructions, levels, scores, characters/objects, animations, etc.). In one embodiment, the first set of information is in text format. In another embodiment, the first set of information is provided in an image format. In such an embodiment, the image format may be JPEG, JFIF, Exif, TIFF, GIF, BMP, PNG, or the like. In another embodiment, the first set of information is provided in a video format. In such an embodiment, the video format may be: AVI (Audio Video Interleaved), FLV (Streaming Media Format), WMV (Windows Media Video Format), MOV (Apple QuickTime Movie Format), MP4 (Moving Picture Experts Group 4) format) etc. In another embodiment, the first set of information is provided in audio format. In such an embodiment, the audio format may be Waveform Audio File Format, Audio Interchange File Format, MPEG-1 Audio Layer 3, Advanced Audio Coding. In yet another embodiment, the first set of information is provided in a combination of text format, image format, audio format or video format. The first set of information includes information with which the player interacts (eg, such as one or more questions, a set of rules, a game level, etc.).

在接收到第一组信息时,至少一个玩家设备在用户界面上呈现第一组信息。用户界面的示例包括但不限于:触敏输入、鼠标、键盘、操纵杆、手势控制器、显示器(例如,诸如平板显示器、液晶显示器、发光二极管之类)。玩家根据至少一个玩家设备的用户界面与呈现的第一组信息交互。例如,如果至少一个玩家设备的用户界面是触敏表面,则玩家通过使用手指或触笔的触觉输入与网络游戏交互。在另一示例中,如果用户界面是基于姿势的,则玩家通过悬停手和/或其他身体部位来与网络游戏交互。在又一示例中,如果用户界面是显示屏,则用户可以使用鼠标或触摸板来与网络游戏交互。玩家与网络游戏的这种交互相关信息被发送到服务器装置。Upon receiving the first set of information, at least one player device presents the first set of information on the user interface. Examples of user interfaces include, but are not limited to, touch-sensitive input, mice, keyboards, joysticks, gesture controllers, displays (eg, such as flat panel displays, liquid crystal displays, light emitting diodes, etc.). The player interacts with the presented first set of information according to the user interface of the at least one player device. For example, if the user interface of at least one player device is a touch-sensitive surface, the player interacts with the network game through tactile input using a finger or a stylus. In another example, if the user interface is gesture-based, the player interacts with the network game by hovering hands and/or other body parts. In yet another example, if the user interface is a display screen, the user may use a mouse or touchpad to interact with the network game. Information related to this interaction of the player with the network game is sent to the server device.

如前所述,服务器装置被配置为从至少一个玩家设备接收第二组信息,其中,第二组信息包括游戏信息和传感器信息。在整个本公开中,文中使用的术语“第二组信息”指的是与交互相关联的数据内容,该交互是玩家与第一组信息和至少一个玩家设备的交互。具体地,基于与呈现在玩家设备的用户界面上的第一组信息的玩家交互来生成第二组信息。在这种情况下,第二组信息包括在玩网络游戏时对玩家和相关联的玩家设备的响应(例如,游戏指令、关卡、分数、角色/对象和动画)。在一个实施例中,第二组信息是文本格式。在另一实施例中,第二组信息以图像格式提供。在另一实施例中,第二组信息以视频格式提供。在另一实施例中,第二组信息以音频格式提供。在又一实施例��,第二组信息以文本格式、图像格式、音频格式或视频格式的组合提供。可选地,在这种实施例中,图像格式可以是JPEG、JFIF、Exif、TIFF、GIF、BMP、PNG等。另外,可选地,视频格式可以是:AVI(音频视频交错格式)、FLV(流媒体格式)、WMV(Windows媒体视频格式)、MOV(Apple QuickTime影片格式)、MP4(动态图像专家组4格式)等。As previously mentioned, the server apparatus is configured to receive a second set of information from the at least one player device, wherein the second set of information includes game information and sensor information. Throughout this disclosure, the term "second set of information" as used herein refers to data content associated with an interaction that is a player's interaction with the first set of information and at least one player device. Specifically, the second set of information is generated based on player interaction with the first set of information presented on the user interface of the player device. In this case, the second set of information includes responses to the player and associated player devices (eg, game instructions, levels, scores, characters/objects, and animations) while playing the network game. In one embodiment, the second set of information is in text format. In another embodiment, the second set of information is provided in an image format. In another embodiment, the second set of information is provided in a video format. In another embodiment, the second set of information is provided in audio format. In yet another embodiment, the second set of information is provided in a combination of text format, image format, audio format or video format. Alternatively, in such an embodiment, the image format may be JPEG, JFIF, Exif, TIFF, GIF, BMP, PNG, or the like. In addition, optionally, the video format can be: AVI (audio video interleave format), FLV (streaming media format), WMV (Windows media video format), MOV (Apple QuickTime movie format), MP4 (Moving Picture Experts Group 4 format) )Wait.

在整个本公开中,文中使用的术语“游戏信息”指的是与交互相关联的数据,该交互是玩家与呈现在至少一个玩家设备的用户界面上的第一组信息的交互。换言之,游戏信息是在玩家与第一组信息交互期间获得的数据内容。在示例中,如果玩家正在玩网络益智游戏,则在至少一个玩家设备处接收问题以及四个选项(第一组信息)。在这种示例中,玩家可以通过选择四个选项中的一个来响应该问题。在这种情况下,这种选项的选择被认为是游戏信息。在另一示例中,如果玩家通过使用用户界面进行交互来控制汽车的加速、减速、方向等,则与网络汽车竞赛游戏进行交互。在这种示例中,汽车的这种加速、减速、方向控制被认为是游戏信息。在另一示例中,玩家可以在多玩家网络游戏中与另一玩家一起玩牌。在这种示例中,选择卡片、跳到下一游戏关卡、利用游戏生活等被认为是游戏信息。其他示例性游戏信息包括但不限于:选择游戏关卡、选择背景主题、管理音频设置、控制一个或多个图形对象等。可选地,游戏信息还包括与玩家用于与在至少一个玩家设备的用户界面上呈现的第一组信息交互所花费的时间有关的数据。通常,术语“游戏信息”通常是指与应用/网络游戏/多玩家网络游戏的使用相关的信息。根据一实施例,该应用是网络游戏。根据又一实施例,网络游戏是多玩家游戏。Throughout this disclosure, the term "game information" as used herein refers to data associated with an interaction that is a player's interaction with a first set of information presented on a user interface of at least one player device. In other words, the game information is the data content obtained during the player's interaction with the first set of information. In an example, if the player is playing a network puzzle game, a question and four options (a first set of information) are received at at least one player device. In such an example, the player may respond to the question by selecting one of four options. In this case, the selection of such an option is considered game information. In another example, if a player controls the acceleration, deceleration, direction, etc. of a car by interacting with a user interface, interacting with a network car racing game. In this example, this acceleration, deceleration, directional control of the car is considered game information. In another example, a player may play with another player in a multi-player network game. In such an example, selecting a card, jumping to the next game level, taking advantage of the game life, etc. are considered game information. Other exemplary game information includes, but is not limited to: selecting a game level, selecting a background theme, managing audio settings, controlling one or more graphical objects, and the like. Optionally, the game information further includes data related to time spent by the player for interacting with the first set of information presented on the user interface of the at least one player device. In general, the term "game information" generally refers to information related to the use of an application/network game/multiplayer network game. According to one embodiment, the application is an online game. According to yet another embodiment, the network game is a multi-player game.

此外,在整个本公开中,文中使用的术语“传感器信息”指的是与交互相关联的数据,该交互是玩家与至少一个玩家设备交互以与第一组信息交互。传感器信息包括与玩家设备的移动、玩家设备周围的温度、玩家设备的位置和相关联的玩家的图像信息有关的信息。在一实施例中,传感器信息由配置在至少一个玩家设备上的一个或多个传感模块感测的。Furthermore, throughout this disclosure, the term "sensor information" as used herein refers to data associated with an interaction that is a player interacting with at least one player device to interact with a first set of information. The sensor information includes information related to movement of the player's device, temperature around the player's device, location of the player's device, and associated image information of the player. In one embodiment, sensor information is sensed by one or more sensor modules configured on at least one player device.

一个或多个传感模块被配置为基于其设计/配置来检测信息。在示例中,位置传感器可以检测至少一个玩家设备的位置。在这种示例中,位置传感器可以是用于检测至少一个玩家设备的位置的全球定位跟踪单元。在这种情况下,如果玩家在从一个点行进到另一个点的同时正在玩网络游戏,则全球定位跟踪单元可以在行进期间连续地检测至少一个玩家设备的位置。One or more sensing modules are configured to detect information based on their design/configuration. In an example, the location sensor may detect the location of the at least one player device. In such an example, the location sensor may be a global positioning tracking unit for detecting the location of the at least one player device. In this case, if the player is playing a network game while traveling from one point to another, the global positioning tracking unit may continuously detect the position of the at least one player device during the travel.

在另一示例中,成像传感器在玩网络游戏时捕获相关联的玩家和/或周围环境的图像信息。在这种示例中,成像传感器可以是被配置为捕获相关联的玩家的图像信息的相机。在这种情况下,相机捕获玩家在玩网络游戏时的视频馈送和/或静止图像。捕获的视频和/或静止图像通过通信网络被发送到服务器装置。可选地,当玩家通过使用用户界面选择选项来提供游戏信息时,相机将图像信息发送到服务器装置。分析这些图像信息以检测玩家的物理外观。In another example, an imaging sensor captures image information of an associated player and/or surrounding environment while playing a network game. In such an example, the imaging sensor may be a camera configured to capture image information of the associated player. In this case, the camera captures video feeds and/or still images of the player while playing the online game. The captured video and/or still images are sent to the server device through the communication network. Optionally, when the player provides game information by selecting options using the user interface, the camera transmits image information to the server device. This image information is analyzed to detect the physical appearance of the player.

此外,在另一示例中,加速度计测量至少一个玩家设备的方向改变和移动。这些改变���玩家在玩网络游戏时���行。���如,当玩家与用户界面交互以玩网络游戏时,在至少一个玩家设备中可能存在一些移动,因此设备的方向可能改变。在这种示例中,传感器信息可以在玩家通过使用用户界面选择选项来提供游戏信息的之前和之后的1秒来发送。Furthermore, in another example, the accelerometer measures orientation changes and movement of at least one player device. These changes are performed by the player while playing the online game. For example, when a player interacts with a user interface to play an online game, there may be some movement in at least one player device and thus the orientation of the device may change. In such an example, sensor information may be sent 1 second before and 1 second after the player provides game information by selecting an option using the user interface.

在又一示例中,温度传感器被配置为检测至少一个玩家设备的周围环境的温度。在这种示例中,温度传感器检测至少一个玩家设备的周围环境的空气温度或环境温度。在另一示例中,接近度传感器在游戏过程期间测量玩家与相关联的至少一个玩家设备的接近度。在另一示例中,陀螺仪还可以用于在玩家将玩家设备握在手中并且玩网络游戏期间检测相关联的至少一个玩家设备的移动。In yet another example, the temperature sensor is configured to detect the temperature of the surrounding environment of the at least one player device. In such an example, the temperature sensor detects the air temperature or ambient temperature of the surroundings of the at least one player device. In another example, the proximity sensor measures the proximity of the player to the associated at least one player device during gameplay. In another example, a gyroscope may also be used to detect movement of the associated at least one player device during a player holding a player device in a hand and playing a network game.

如前所述,服务器装置被配置为分析第二组信息以计算相关联的玩家的可靠性因子。基于游戏信息的分析/处理和传感器信息,由服务器装置计算可靠性因子。在整个本公开中,文中使用的术语“可靠性因子”指的是通过分析第二组信息而分配给使用至少一个玩家设备的玩家的分数。服务器装置可以通过使用一组算法来计算可靠性因子。在这种情况下,这种算法存储在服务器装置的存储器单元中。这种算法的示例可以包括但不限于:线性算法、对数算法、模糊逻辑、人工智能、机器学习机制等。As before, the server device is configured to analyze the second set of information to calculate the reliability factor for the associated player. Based on the analysis/processing of the game information and the sensor information, the reliability factor is calculated by the server device. Throughout this disclosure, the term "reliability factor" as used herein refers to a score assigned to a player using at least one player device by analyzing the second set of information. The server device may calculate the reliability factor by using a set of algorithms. In this case, this algorithm is stored in the memory unit of the server device. Examples of such algorithms may include, but are not limited to, linear algorithms, logarithmic algorithms, fuzzy logic, artificial intelligence, machine learning mechanisms, and the like.

可选地,可靠性因子可以是浮点数或整数。在一实施例中,服务器装置以固定的时间间��(例如,每2秒、每10秒或每2分钟)计算可靠性因子。在一实施例中,服务器装置实时(即,在连续接收游戏信息以及来自至少一个玩家设备的传感器信息时)计算可靠性因子。Optionally, the reliability factor can be a floating point number or an integer. In one embodiment, the server device calculates the reliability factor at fixed time intervals (eg, every 2 seconds, every 10 seconds, or every 2 minutes). In one embodiment, the server device calculates the reliability factor in real-time (ie, while continuously receiving game information and sensor information from at least one player device).

如前所述,服务器装置被配置为基于计算的可靠性因子确定相关联的玩家的类型。服务器装置处理一个或多个可靠性因子以确定相关联的玩家的类型。在整个本公开中,文中所使用的术语“玩家的类型”指的是玩网络游戏的玩家的分类。在一实施例中,该类型限定玩家是人或机器人。在整个本公开中,文中使用的术语“机器人”指的是非人类玩家。机器人是能够启用指令来玩网络游戏并通过作弊获得积分的人工智能。As previously mentioned, the server device is configured to determine the type of associated player based on the calculated reliability factor. The server device processes one or more reliability factors to determine the type of associated player. Throughout this disclosure, the term "type of player" as used herein refers to a classification of players who play online games. In one embodiment, the type defines that the player is a human or a robot. Throughout this disclosure, the term "robot" as used herein refers to a non-human player. Bots are artificial intelligences that enable commands to play online games and earn points by cheating.

可选地,在这方面,服务器装置被配置为将计算的可靠性因子与预定值进行比较。在这种情况下,预定值可以存储在服务器装置中。值得注意的是,如果计算的可靠性因子大于预定值,则确定玩家是人,而如果计算的可靠性因子小于预定值,则确定玩家是机器人。Optionally, in this regard, the server device is configured to compare the calculated reliability factor with a predetermined value. In this case, the predetermined value may be stored in the server device. Notably, if the calculated reliability factor is greater than a predetermined value, it is determined that the player is a human, and if the calculated reliability factor is less than a predetermined value, it is determined that the player is a robot.

在一示例中,分析图像信息以检测玩家的物理外观。如果检测到的图像信息描绘了人的外观,则可以向玩家提供更高的可靠性因子。In one example, the image information is analyzed to detect the physical appearance of the player. If the detected image information depicts the appearance of a person, a higher reliability factor can be provided to the player.

可选地,服务器装置被配置为迭代地执行步骤(i)至步骤(iii)以确定多个可靠性因子,其中,处理多个可靠性因子以确定总体可靠性因子。在这种情况下,服务器装置在从至少一个玩家设备接收到第二组信息之后迭代地发送第一组信息。在这方面,在发送和接收第一组信息和第二组信息的每个周期之后,服务器装置计算每个周期的可靠因子。在一示例中,如果服务器装置完成三个上述周期,则可靠性因子也被计算三次,即在每个循环完成之后计算一次可靠性因子。因此,获得了多个可靠性因子。此外,可选地,处理模块可操作以处理多个可靠性因子以确定总体可靠性因子。可选地,通过计算多个可靠性因子的平均值来确定总体可靠性因子。或者,可选地,通过计算多个可靠性因子的加权平均值来确定总体可靠性因子。应当理解的是,可以采用各种其他数学公式来确定总体可靠性因子。Optionally, the server device is configured to perform steps (i) to (iii) iteratively to determine a plurality of reliability factors, wherein the plurality of reliability factors are processed to determine an overall reliability factor. In this case, the server apparatus transmits the first set of information iteratively after receiving the second set of information from the at least one player device. In this regard, after each cycle of sending and receiving the first set of information and the second set of information, the server device calculates a reliability factor for each cycle. In one example, if the server device completes three of the above-mentioned cycles, the reliability factor is also calculated three times, ie, the reliability factor is calculated once after each cycle is completed. Therefore, multiple reliability factors are obtained. Additionally, optionally, the processing module is operable to process a plurality of reliability factors to determine an overall reliability factor. Optionally, the overall reliability factor is determined by calculating an average of multiple reliability factors. Or, optionally, the overall reliability factor is determined by calculating a weighted average of multiple reliability factors. It should be understood that various other mathematical formulas may be employed to determine the overall reliability factor.

在前述示例中,图像信息可以由服务器装置以迭代方式接收。在这种示例中,分析不同的图像信息以确定玩家设备的玩家是否正在移动(诸如在脸上具有不同的表情)。值得注意的是,如果没有检测到移动,则服务器装置可以向玩家提供较低的总体可靠性因子。In the foregoing example, the image information may be received by the server device in an iterative manner. In such an example, the different image information is analyzed to determine whether the player of the player device is moving (such as having a different expression on the face). Notably, if no movement is detected, the server device may provide the player with a lower overall reliability factor.

在一实施例中,在游戏过程结束时计算总体可靠性因子。在另一实施例中,在多关卡游戏的每个关卡结束时计算总体可靠性因子。在又一实施例中,总体可靠性因子以周期性方式(即以固定时间间隔)计算。In one embodiment, the overall reliability factor is calculated at the end of the game session. In another embodiment, the overall reliability factor is calculated at the end of each level of the multi-level game. In yet another embodiment, the overall reliability factor is calculated in a periodic manner (ie, at fixed time intervals).

应当理解的是,如果可靠性因子仅由服务器装置计算一次,则计算的可靠性因子被认为是总体可靠性因子。It should be understood that if the reliability factor is calculated only once by the server device, the calculated reliability factor is considered to be the overall reliability factor.

可选地,服务器装置还被配置为将计算的总体可靠性因子与预定值进行比较。在一实施例中,预定值是浮点数(例如,诸如4.602、3.426之类)。在替代实施例中,预定值是正整数。Optionally, the server device is further configured to compare the calculated overall reliability factor with a predetermined value. In one embodiment, the predetermined value is a floating point number (eg, such as 4.602, 3.426, etc.). In an alternative embodiment, the predetermined value is a positive integer.

服务器装置将总体可靠性因子与预定值进行比较以确定玩家的类型。在这种情况下,如果总体可靠性因子等于或大于预定值,则玩家的类型是人。或者,如果总体可靠性因子小于预定值,则玩家类型是机器人。The server device compares the overall reliability factor to a predetermined value to determine the type of player. In this case, if the overall reliability factor is equal to or greater than a predetermined value, the type of player is human. Alternatively, if the overall reliability factor is less than a predetermined value, the player type is a robot.

可选地,服务器装置还被配置为将时间戳信息分配给游戏信息和传感器信息中的每一个,其中,通过处理时间戳信息、游戏信息和传感器信息来计算可靠性因子。在这种情况下,至少一个玩家设备包括时间传感装置。该时间传感装置被配置为将时间戳信息分配给游戏信息和传感器信息中的每一个。该时间传感装置从游戏过程的开始向游戏信息和传感器信息分配时间戳信息。值得注意的是,至少一个玩家设备将时间戳信息、游戏信息和传感器信息发送到服务器装置。服务器装置接收发送的时间戳信息、游戏信息和传感器信息。在一实施例中,服务器装置以固定的时间间隔(例如,每5��秒或10秒)从至少一个玩家设备接收时间戳信息、游戏信息和传感器信息。在替选实施例中,服务器装置实时地(例如,在玩家与第一组信息交互时)从至少一个玩家设备接收时间戳信息、游戏信息和传感器信息。服务器装置还被配置为将游戏信息和传感器信息的时间戳进行匹配。在这种情况下,如果游戏信息和传感器信息的时间戳相同,则服务器装置可以确定玩家是人,并因此向相关联的玩家提供更高的可靠性因子。然而,如果游戏信息和传感器信息的时间戳不同,则服务器装置可以确定玩家是机器人,���因此向相关联的玩家提供低的可靠性因子。更���选地,服务器装置处理时间戳信息以计算玩家的反应时间。另外,可选地,服务器装置可以仅在玩家连续赢得网络游戏时处理时间戳信息。或者,可选地,服务器装置可以以预定义的方式处理时间戳信息。Optionally, the server device is further configured to assign time stamp information to each of the game information and the sensor information, wherein the reliability factor is calculated by processing the time stamp information, the game information and the sensor information. In this case, the at least one player device includes time sensing means. The time sensing device is configured to assign time stamp information to each of the game information and the sensor information. The time sensing device assigns time stamp information to game information and sensor information from the beginning of a game session. Notably, at least one player device sends timestamp information, game information and sensor information to the server device. The server device receives the transmitted time stamp information, game information and sensor information. In one embodiment, the server device receives timestamp information, game information and sensor information from at least one player device at regular intervals (eg, every 5 milliseconds or 10 seconds). In an alternative embodiment, the server apparatus receives timestamp information, game information and sensor information from at least one player device in real-time (eg, as the player interacts with the first set of information). The server device is also configured to match the timestamps of the game information and the sensor information. In this case, if the time stamps of the game information and the sensor information are the same, the server device may determine that the player is a human, and thus provide the associated player with a higher reliability factor. However, if the time stamps of the game information and the sensor information are different, the server device may determine that the player is a robot and thus provide the associated player with a low reliability factor. More optionally, the server device processes the timestamp information to calculate the player's reaction time. Also, alternatively, the server device may process the time stamp information only when the player continuously wins the network game. Or, alternatively, the server device may process the timestamp information in a predefined manner.

在示例中,游戏信息的时间戳信息(例如,拼图的答案的选择)是XX时刻,并且传感器信息的时间戳信息(例如,通过触摸玩家设备来移动玩家设备以选择答案)也是在XX时刻。在这种情况下,由于游戏信息和传感器信息的时间戳信息都相同,所以服务器装置将较高的可靠性因子分配给相关联的玩家。在另一示例中,游戏信息的时间戳信息(例如,拼图的答案的选择)是XX时刻,而传感器信息的时间戳信息(例如,通过触摸玩家设备来移动玩家设备以选择答案)是在YY时刻。在这种情况下,由于游戏信息和传感器信息的时间戳信息不相同,所以服务器装置将较低的可靠性因子分配给相关联的玩家。In an example, the timestamp information of the game information (eg, selection of an answer to a puzzle) is time XX, and the timestamp information of the sensor information (eg, moving the player device by touching the player device to select an answer) is also at time XX. In this case, since the time stamp information of both the game information and the sensor information are the same, the server device assigns a higher reliability factor to the associated player. In another example, the timestamp information of the game information (eg, selection of an answer to a puzzle) is time XX, while the timestamp information of the sensor information (eg, moving the player device by touching the player device to select an answer) is at YY time. In this case, since the time stamp information of the game information and the sensor information are not the same, the server device assigns a lower reliability factor to the associated player.

可选地,传感模块还可操作以检测用户界面的使用中的模式。在这种情况下,如果在更长的持续时间内检测到类似的模式,则服务器装置可以确定玩家的类型是机器人。Optionally, the sensing module is further operable to detect a mode in use of the user interface. In this case, if a similar pattern is detected for a longer duration, the server device may determine that the type of player is a robot.

在一实施例中,如果确定玩家是人,则在玩家的���户中向玩家奖励积分点/赏金/现金。在数据库中维护帐户相关数据。所赚取的积分点可以兑换用于在销售点或在线购物时执行的交易。或者,可以兑换积分以玩游戏。所有交易信息都在玩家账户中实时更新。In one embodiment, if the player is determined to be a human, the player is awarded points/bounty/cash in the player's account. Maintain account related data in a database. Points earned can be redeemed for transactions performed at the point of sale or while shopping online. Alternatively, points can be redeemed to play games. All transaction information is updated in real-time in the player's account.

在另一实施例中,如果确定玩家是机器人,则作弊对策被用于阻止机器人参与游戏。在一实施例中,机器人被取消作为玩家的资格,从而无法赚取积分点。可选地,禁止机器人设备与服务器装置接收和/或发送游戏相关数据。机器人将在网络游戏的当前阶段或网络游戏结束时或在特定游戏关卡结束时立即被阻止。可选地,作为机器人作弊的至少一个玩家设备可以被永久地阻止用于所有未来的游戏相关活动。这提供了以时间有效的方式确保网络游戏的所有玩家之间的玩家类型一致的技术优势。否则,如果需要存储登录和其他数据,则玩家验证过程将更耗时并且消耗资源。而且,所公开的实施例的各方面允许在游戏正在进行和被玩时确定玩家类型。这可以防止在游戏中的后期用机器替换真实玩家。在游戏进行期间要求这样的验证将是耗时的并且具有破坏性。因此,所公开实施例的各方面有利地提供了更有效的过程。In another embodiment, if the player is determined to be a bot, a cheating countermeasure is used to prevent the bot from participating in the game. In one embodiment, the bot is disqualified as a player and thus cannot earn points. Optionally, the robotic device and the server device are prohibited from receiving and/or sending game-related data. Bots will be blocked immediately at the current stage of the online game or at the end of the online game or at the end of a specific game level. Optionally, at least one player device cheating as a bot may be permanently blocked from all future game-related activities. This provides the technical advantage of ensuring consistency of player types among all players of a network game in a time efficient manner. Otherwise, the player verification process would be more time consuming and resource consuming if login and other data needs to be stored. Furthermore, aspects of the disclosed embodiments allow for the determination of the player type while the game is being played and being played. This prevents replacing real players with machines later in the game. Requiring such verification during game play would be time consuming and disruptive. Accordingly, aspects of the disclosed embodiments advantageously provide a more efficient process.

根据替代实施例,提供了一种用于确定与网络游戏/应用相关联的玩家的类型的系统。该系统包括:具有一个或多个传感模块的至少一个玩家设备,与至少一个玩家设备可通信地耦接的服务器装置。服务器装置被配置为:向至少一个玩家设备中的网络游戏是激活的玩家设备发送第一请求;在玩家设备的显示器上呈现第一请求;检测对第一请求响应和来自玩家设备的传感器模块的传感器数据;分析该响应和传感器数据,以计算与网络游戏和网络游戏是激活的玩家设备相关联的玩家的可靠性因子;基于计算的可靠性因子确定相关联的玩家的类型。确定的类型可以是机器人或玩家。如果并且当确定相关联的玩家的类型是机器人时,系统被配置为通过限制向玩家设备发送游戏相关数据和从玩家设备接收游戏相关数据来至少部分地禁用玩家设备上的网络游戏。这样,机器人可以从游戏/应用会话中排除。或者当确定相关联的玩家的类型是真实玩家时,维持向玩家设备发送游戏相关数据和从玩家设备接收游戏相关数据。可选地或附加地,可以向玩家的游戏账户奖励积分。此外,第一组数据元素包括在玩家设备上呈现并且当前是激活的网络游戏的数据,第二组数据元素是基于对玩家与至少一个玩家设备响应于在玩家设备上呈现并且当前是激活的网络游戏的数据的交互进行检测而生成的。According to an alternative embodiment, a system for determining a type of player associated with a network game/application is provided. The system includes: at least one player device having one or more sensor modules, a server device communicatively coupled to the at least one player device. The server apparatus is configured to: send a first request to at least one player device in which the network game is active; present the first request on a display of the player device; detect a response to the first request and a response from a sensor module of the player device sensor data; analyzing the responses and sensor data to calculate reliability factors for players associated with the online game and player devices for which the online game is active; determining the type of associated players based on the calculated reliability factors. The determined type can be a bot or a player. If and when the type of the associated player is determined to be a bot, the system is configured to at least partially disable network gaming on the player device by restricting sending and receiving game-related data to and from the player device. This way bots can be excluded from game/app sessions. Or when it is determined that the type of the associated player is a real player, maintaining the sending and receiving of game-related data to and from the player device. Alternatively or additionally, points may be awarded to the player's gaming account. Additionally, the first set of data elements includes data for a network game that is presented on the player device and is currently active, and the second set of data elements is based on a response to the player and the at least one player device in response to the network presented on the player device and is currently active. Generated by detecting the interaction of game data.

根据附加实施例,提供了一种用于确定与网络游戏(或在一般应用中)相关联的玩家/用户的类型的方法。在该方法中,使用处理器将与网络游戏/应用相关的内容呈现在用户设备上,该处理器包括非暂时性机器可读计算机程序指令,其中,该方法包括由处理器执行非暂时性机器可读计算机程序指令以:According to additional embodiments, a method for determining the type of player/user associated with a network game (or in general applications) is provided. In the method, content related to the online game/application is presented on a user device using a processor, the processor comprising non-transitory machine-readable computer program instructions, wherein the method comprises executing, by the processor, the non-transitory machine Computer program instructions readable to:

-将第一组数据元素发送到至少一个玩家设备中的网络游戏是激活的玩家设备;- sending the first set of data elements to at least one player device in which the online game is the active player device;

-从玩家设备接收第二组数据元素,其中,第二组数据元素包括对第一组数据元素的响应和来自一个或多个传感模块的传感器数据;- receiving a second set of data elements from the player device, wherein the second set of data elements includes responses to the first set of data elements and sensor data from one or more sensor modules;

-分析第二组数据元素并计算第二组数据元素的可靠性因子;- analyze the second set of data elements and calculate reliability factors for the second set of data elements;

-基于计算的可靠性因子确定在玩家设备上玩网络游戏的玩家的类型;以及- determining the type of player playing the online game on the player's device based on the calculated reliability factor; and

-如果确定玩家的类型是机器人,则至少部分地禁用玩家设备上的网络游戏;或者- if the player's type is determined to be a bot, at least partially disabling online gaming on the player's device; or

-如果确定相关联的玩家的类型是真实玩家,该方法包括与相关联的用户一起继续网络游戏,或者可选地将积分奖励给相关联的玩家的游戏账户;- if the type of the associated player is determined to be a real player, the method comprising continuing the online game with the associated user, or optionally awarding points to the associated player's gaming account;

以及as well as

其中,第一组数据元素包括在玩家设备上呈现并且当前激活的网络游戏的数据,第二组数据元素是基于对玩家与至少一个玩家设备的响应于在玩家设备上呈现并且当前是激活的网络游戏的数据的交互进行检测而生成的。Wherein, the first set of data elements includes data of the network game that is presented on the player device and is currently active, and the second set of data elements is based on the response to the player and at least one player device. Present on the player device and is currently active network Generated by detecting the interaction of game data.

根据替代实施例,一种用于确定当前正在玩网络游戏(或应用)的玩家的类型的系统包括:具有一个或多个传感模块的至少一个玩家设备;与至少一个玩家设备可通信地耦接的服务器装置。According to an alternative embodiment, a system for determining a type of player currently playing a network game (or application) includes: at least one player device having one or more sensing modules; communicatively coupled to the at least one player device connected server device.

服务器装置被配置为:The server appliance is configured to:

(A)将第一组数据元素发送到至少一个玩家设备中的网络游戏是激活的玩家设备;(A) sending the first set of data elements to the player device for which the network game in at least one player device is active;

(B)从玩家设备接收第二组数据元素,其中,第二组数据元素包括对第一组数据元素和对来自一个或多个传感模块的传感器数据的响应;(B) receiving a second set of data elements from the player device, wherein the second set of data elements includes responses to the first set of data elements and to sensor data from one or more sensor modules;

(C)分析第二组数据元素并基于该分析计算第二组数据元素的可靠性因子,其中,服务器装置还被配置为将实时时间戳数据分配给第一组数据元素中的数据元素、第二组数据元素中的数据元素和传感器数据,其中,通过处理时间戳数据、第一组数据元素、第二组数据元素和传感器数据来计算可靠性因子;(C) analyzing the second set of data elements and calculating a reliability factor for the second set of data elements based on the analysis, wherein the server device is further configured to assign real-time timestamp data to the data elements in the first set of data elements, the first the data elements and sensor data in the two groups of data elements, wherein the reliability factor is calculated by processing the timestamp data, the first group of data elements, the second group of data elements and the sensor data;

(D)基于计算的可靠性因子确定当前在玩家设备上玩网络游戏的玩家的类型;以及(D) determining the type of player currently playing the online game on the player device based on the calculated reliability factor; and

如果确定玩家的类型是机器人,则服务器装置被配置为至少部分地禁用玩家设备上的网络游戏。If the type of player is determined to be a bot, the server apparatus is configured to at least partially disable network gaming on the player's device.

附图的具体实施方式DETAILED DESCRIPTION OF THE DRAWINGS

参照图1,示出了根据本公开实施例的用于确定与网络游戏相关联的玩家的类型的系统100的框图。如图所示,系统包括具有一个或多个传感模块(描绘为传感模块106和108)的至少一个玩家设备(描绘为玩家设备102和104)。系统100包括与至少一个玩家设备102、104可通信地耦接的服务器装置110。服务器装置110被配置为:将第一组信息发送到至少一个玩家设备102、104;从至少一个玩家设备102、104接收第二组信息,其中第二组信息包括游戏信息和传感器信息;分析第二组信息以计算相关联的玩家的可靠性因子;以及基于计算的可靠性因子确定相关联的玩家的类型。Referring to FIG. 1, a block diagram of a system 100 for determining a type of player associated with a network game is shown in accordance with an embodiment of the present disclosure. As shown, the system includes at least one player device (depicted as player devices 102 and 104) having one or more sensor modules (depicted as sensor modules 106 and 108). The system 100 includes a server device 110 communicatively coupled with at least one player device 102 , 104 . The server apparatus 110 is configured to: send a first set of information to the at least one player device 102, 104; receive a second set of information from the at least one player device 102, 104, wherein the second set of information includes game information and sensor information; analyze the first set of information Two sets of information to calculate the reliability factor of the associated player; and determining the type of the associated player based on the calculated reliability factor.

参照图2,示出了根据本公开实施例的系统200(例如,诸如图1的系统100)的实现的示例性顺序图。在步骤S2.1中,服务器装置202将第一组信息发送到被描绘为玩家设备204的至少一个玩家设备。如图所示,至少一个玩家设备204包括被描绘为传感模块206的一个或多个传感模块。在步骤S2.2中,服务器装置202从至少一个玩家设备204接收第二组信息,其中,第二组信息包括游戏信息和传感器信息。在步骤S2.3中,服务器装置202分析第二组信息以计算相关联的玩家的可靠性因子。在步骤S2.4中,服务器装置202再次将第一组信息发送到至少一个玩家设备204。应当理解的是,在步骤S2.4中发送的第一组信息与在步骤S2.1中发送的第一组信息不同。在步骤S2.5中,服务器装置202从至少一个玩家设备204接收第二组信息。在步骤S2.6中,服务器装置202分析第二组信息以计算相关联的玩家的可靠性因子。在步骤S2.7中,处理在步骤S2.3、S2.6中计算的可靠性因子以确定总体可靠性因子,其中,服务器装置202还被配置为将计算的总体可靠性因子与预定值进行比较以基于计算的可靠性因子确定相关联的玩家的类型。Referring to FIG. 2, an exemplary sequence diagram of an implementation of a system 200 (eg, such as system 100 of FIG. 1) in accordance with an embodiment of the present disclosure is shown. In step S2.1 , the server apparatus 202 sends a first set of information to at least one player device, depicted as player device 204 . As shown, at least one player device 204 includes one or more sensor modules, depicted as sensor modules 206 . In step S2.2, the server apparatus 202 receives a second set of information from the at least one player device 204, wherein the second set of information includes game information and sensor information. In step S2.3, the server device 202 analyzes the second set of information to calculate the reliability factor of the associated player. In step S2.4, the server apparatus 202 sends the first set of information to the at least one player device 204 again. It should be understood that the first set of information sent in step S2.4 is different from the first set of information sent in step S2.1. In step S2.5, the server apparatus 202 receives a second set of information from the at least one player device 204. In step S2.6, the server device 202 analyzes the second set of information to calculate the reliability factor of the associated player. In step S2.7, the reliability factors calculated in steps S2.3, S2.6 are processed to determine an overall reliability factor, wherein the server device 202 is further configured to compare the calculated overall reliability factor with a predetermined value The comparison determines the type of associated player based on the calculated reliability factor.

参照图3,示出了根据本公开实施例的游戏信息302a、302b和传感器信息304a、304b的图示。游戏信息302a、302b和传感器信息304a、304b被随着时间的推移表示。游戏信息302a、302b和传感器信息304a、304b被加时间戳。Referring to FIG. 3, an illustration of game information 302a, 302b and sensor information 304a, 304b is shown in accordance with an embodiment of the present disclosure. Game information 302a, 302b and sensor information 304a, 304b are represented over time. Game information 302a, 302b and sensor information 304a, 304b are time stamped.

如图所示,传感器信息304a和游戏信息302a同时发生,传感器信息304b和游戏信息302b同时发生。对游戏信息302a、302b和传感器信息304a、304b的这种分析使得系统(例如,诸如图1的系统100)能够确定相关联的玩家的可靠性因子。As shown, sensor information 304a and game information 302a occur simultaneously, and sensor information 304b and game information 302b occur simultaneously. This analysis of game information 302a, 302b and sensor information 304a, 304b enables a system (eg, such as system 100 of FIG. 1) to determine an associated player's reliability factor.

参照图4,示出了根据本公开实施例的用于确定与网络游戏相关联的玩家的类型的方法400的步骤。在步骤402中,将第一组信息从服务器装置发送到玩家设备。在步骤404中,从玩家设备接收第二组信息,其中,第二组信息包括游戏信息和传感器信息。在步骤406中,分析第二组信息以计算相关联的玩家的可靠性因子。在步骤408中,基于计算的可靠性因子确定相关联的玩家的类型。4, the steps of a method 400 for determining a type of player associated with a network game are shown according to an embodiment of the present disclosure. In step 402, a first set of information is sent from the server device to the player device. In step 404, a second set of information is received from the player device, wherein the second set of information includes game information and sensor information. In step 406, the second set of information is analyzed to calculate reliability factors for the associated players. In step 408, the type of associated player is determined based on the calculated reliability factor.

步骤402至408仅是说明性的,在不脱离本文权利要求的范围的情况下,还可以提供其他替代方案,其中,添加一个或多个步骤,移除一个或多个步骤,或者以不同顺序提供一个或多个步骤。Steps 402 to 408 are illustrative only, and other alternatives may be provided in which one or more steps are added, one or more steps are removed, or in a different order without departing from the scope of the claims herein Provide one or more steps.

在不脱离由所附权利要求限定的本公开的范围的情况下,可以对前面描述的本公开的实施例进行修改。被用于描述和要求保护本公开的诸如“包括(including)”、“包括(comprising)”、“合并(incorporating)”、“具有(have)”、“为(is)”之类的表述旨在以非排他的方式解释,即,也允许存在未明确描述的项目、组件或元件。单数的引用也被理解为涉及多个。Modifications may be made to the embodiments of the disclosure described above without departing from the scope of the disclosure, which is defined by the appended claims. Expressions such as "including", "comprising", "incorporating", "have", "is" and the like used to describe and claim the present disclosure are intended to Interpreted in a non-exclusive manner, ie, the presence of items, components or elements not expressly described is also permitted. References to the singular are also understood to refer to the plural.

Claims (19)

1. a kind of for determining and the system of the type using associated player, comprising:
At least one player device that there are one or more sensing modules;
With at least one described player device can be communicatively coupled server unit, wherein the server unit is matched It is set to:
(i) at least one described player device is sent by the first group information;
(ii) the second group information is received from least one described player device, wherein second group information includes game information With the sensor information from one or more sensing modules;
(iii) second group information is analyzed to calculate the reliability factor of associated player;And
(iv) type of the associated player is determined based on reliability factor calculated.
2. system according to claim 1, wherein one or more of sensing modules include accelerometer sensor, temperature Spend at least one of sensor, position sensor and imaging sensor.
3. system according to claim 1 or 2, wherein the type of the associated player of restriction is selected from people and machine Device people.
4. system according to any one of the preceding claims, wherein the server unit is configured as iteratively holding Row step (i) with the multiple reliability factors of determination, and wherein, handles the multiple reliability factor to step (iii) with true Determine the overall reliability factor.
5. system according to claim 4, wherein the server unit is additionally configured to totality calculated is reliable Sex factor is compared with predetermined value.
6. system according to any one of the preceding claims, wherein the application is online game.
7. system according to any one of the preceding claims, wherein timestamp information is assigned to the game information Each of with the sensor information, and wherein, by handling the timestamp information, the game information and described Sensor information calculates the reliability factor.
8. system according to any one of the preceding claims, wherein first group information is related to following data, institute It is associated with the application presented in the player device to state data.
9. system according to any one of the preceding claims, wherein the game information be based on the player with it is described The interaction of first group information generates.
10. a kind of for determining and the method for the type using associated player, comprising:
(i) player device is sent from server unit by the first group information;
(ii) the second group information is received from the player device, wherein second group information includes game information and from one The sensor information of a or multiple sensing modules;
(iii) second group information is analyzed to calculate the reliability factor of associated player;And
(iv) type of the associated player is determined based on reliability factor calculated.
11. according to the method described in claim 10, wherein, be iteratively performed step (i) to step (iii) with determination is multiple can By sex factor, and wherein, the multiple reliability factor is handled to determine the overall reliability factor.
12. method described in 0 or 11 according to claim 1, wherein the type of the associated player of restriction be selected from people and Robot.
13. method according to any one of claims 10 to 12, further include by the overall reliability factor calculated with Predetermined value is compared.
14. method described in any one of 0 to 14 according to claim 1, wherein the sensor information includes and the player The position of temperature, the player device around the movement of equipment, the player device and the image of the associated player Information-related information.
15. method described in any one of 0 to 14 according to claim 1, wherein the application is online game.
16. method described in any one of 0 to 15 according to claim 1, wherein the described method includes: by timestamp information point Each of game information described in dispensing and the sensor information, and wherein, by handling the timestamp information, institute Game information and the sensor information are stated to calculate the reliability factor.
17. method described in any one of 0 to 16 according to claim 1, wherein first group information and following data phase It closes, the data are associated with the application presented in the player device.
18. method described in any one of 0 to 17 according to claim 1, wherein the game information is based on the player and institute The interaction of the first group information is stated to generate.
19. a kind of system for determining the type of player associated with online game, comprising:
At least one player device that there are one or more sensing modules;
With at least one described player device can be communicatively coupled server unit, wherein the server unit is matched It is set to:
It is the player device of activation by the online game that the first request is sent at least one described player device;
First request is presented on the display of the player device;
It detects the response to first request and detects the sensor number of the sensor module from the player device According to;
The response and the sensing data are analyzed to calculate the institute for the online game and the online game being activation State the reliability factor of the associated player of player device;
The type of associated player is determined based on reliability factor calculated;And
When the type for determining associated player is robot, game phase is sent to the player device by limitation It closes data and receives game related data from the player device at least partly to disable the net in the player device Network game;Or
When the type for determining associated player is true player, maintain to send game correlation to the player device Data and from the player device receive game related data;And
Wherein, first group of data element includes the number of presentation and the currently active online game in the player device According to, second group of data element based on to the player and at least one player device in response in the player device It is presented and is currently that the interaction of the data of the online game of activation is detected to generate.
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