Detecting lag switch cheating in game
First Claim
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1. A method for detecting lag switch cheating in a gaming network, the method comprising:
- receiving data packets from a plurality of client devices at a network server in the gaming network, wherein the received data packets include a time stamp and correspond to respective client device activity in the gaming network;
identifying latency for each received data packet, wherein the latency for each received data packet is a time between a respective time stamp and a time the received data packet is received at the network server;
evaluating latency of a set of data packets from a first client device to detect changes in the latency among the set of data packets;
identifying that a cheat detection event has occurred when additional latency identified from evaluating the set of data packets meets a predefined threshold; and
moving a character of the first client device associated with the cheat detection event from a current location to a location of the character prior to the cheat detection event.
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Abstract
Detecting lag switch cheating in a gaming network is disclosed. Data packets are received from a client. The data packets have tracking data including at least one of a sequence number and a time stamp. The tracking data is monitored to determine that a cheat-detection event has occurred.
120 Citations
16 Claims
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1. A method for detecting lag switch cheating in a gaming network, the method comprising:
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receiving data packets from a plurality of client devices at a network server in the gaming network, wherein the received data packets include a time stamp and correspond to respective client device activity in the gaming network; identifying latency for each received data packet, wherein the latency for each received data packet is a time between a respective time stamp and a time the received data packet is received at the network server; evaluating latency of a set of data packets from a first client device to detect changes in the latency among the set of data packets; identifying that a cheat detection event has occurred when additional latency identified from evaluating the set of data packets meets a predefined threshold; and moving a character of the first client device associated with the cheat detection event from a current location to a location of the character prior to the cheat detection event. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
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15. A system for detecting lag switch cheating in a gaming network, the system comprising:
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a network interface that receives data packets from a plurality of client devices in the gaming network, wherein the received data packets include a time stamp and correspond to respective client device activity in the gaming network; a monitoring module stored in memory and executable by a processor to identify latency for each received data packet, wherein the latency for each received data packet is a time between a respective time stamp and a time the received data packet is received at the network server; and an analysis engine stored in memory and executable by a processor to; evaluate latency for a set of data packets from a first client device to detect changes in the latency among the set of data packets, identify that a cheat detection event has occurred when additional latency identified from evaluation of the set of data packets meets a predefined threshold, and move a character of the first client device associated with the cheat detection event from a current location to a location of the character prior to the cheat detection event.
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16. A non-transitory computer-readable storage medium having embodied thereon a program, the program being executable by a processor to perform a method for detecting lag switch cheating in a gaming network, the method comprising:
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receiving data packets from a plurality of client devices at a network server in the gaming network, wherein the received data packets include a time stamp and correspond to respective client device activity in the gaming network; identifying latency for each received data packet, wherein latency for each received data packet is a time between a respective time stamp and a time the received data packet is received at the network server; evaluating latency of a set of data packets from a first client device to detect changes in the latency among the set of data packets; identifying that a cheat detection event has occurred when additional latency identified from evaluating the set of data packets meets a predefined threshold; and moving a character of the first client device associated with the cheat detection event from a current location to a location of the character prior to the cheat detection event.
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Specification