Cheater detection in a multi-player gaming environment
First Claim
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1. A method for preventing a computing system which generates false suspected cheating reports from participating in an online gaming service, the method comprising:
- executing a first instance of a game application on a first computing system, wherein the first computing system is coupled to communicate with a second computing system executing a second instance of the game application;
monitoring execution of the second instance of the game application from the first computing system to identify suspected cheating by the second instance of the game application;
identifying suspected cheating by the second instance of the game application, wherein the identifying is performed by the first instance of the game application executing on the first computing system;
reporting from the first computing system the suspected cheating committed by the second instance of the game application executing on the second computing system;
determining a rate of suspected cheating reports generated by the first computing system;
determining a typical rate of suspected cheating reports generated by a computing system executing the game application by monitoring suspected cheating reports made by computing systems executing the game application during an initial period of time following release of the game application when cheating is unlikely to occur; and
preventing the first computing system from participating in the online gaming service for a duration of time when the first computing system generates suspected cheating reports at a rate significantly greater than the typical rate.
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Abstract
A first instance of a game application is executed on a first computing system. The first computing system is coupled to communicate with a second computing system executing a second instance of the game application. Execution of the second instance of the game application is monitored to identify suspected cheating by the second instance of the game application.
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Citations
51 Claims
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1. A method for preventing a computing system which generates false suspected cheating reports from participating in an online gaming service, the method comprising:
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executing a first instance of a game application on a first computing system, wherein the first computing system is coupled to communicate with a second computing system executing a second instance of the game application; monitoring execution of the second instance of the game application from the first computing system to identify suspected cheating by the second instance of the game application; identifying suspected cheating by the second instance of the game application, wherein the identifying is performed by the first instance of the game application executing on the first computing system; reporting from the first computing system the suspected cheating committed by the second instance of the game application executing on the second computing system; determining a rate of suspected cheating reports generated by the first computing system; determining a typical rate of suspected cheating reports generated by a computing system executing the game application by monitoring suspected cheating reports made by computing systems executing the game application during an initial period of time following release of the game application when cheating is unlikely to occur; and preventing the first computing system from participating in the online gaming service for a duration of time when the first computing system generates suspected cheating reports at a rate significantly greater than the typical rate. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A method for preventing a computing system which generates false suspected cheating reports from participating in an online gaming service, the method comprising:
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executing a first instance of a game application on a first computing system, wherein the first computing system is coupled to communicate with a second computing system executing a second instance of the game application; the first computing system monitoring execution of the second instance of the game application and identifying suspected cheating by the second instance of the game application; the second computing system monitoring execution of the first instance of the game application and identifying suspected cheating by the first instance of the game application; reporting the suspected cheating identified by the first computing system; determining a rate of suspected cheating reports generated by the first computing system; determining a typical rate of suspected cheating reports generated by a computing system executing the game application by monitoring suspected cheating reports made by computing systems executing the game application during an initial period of time following release of the game application when cheating is unlikely to occur; and preventing the first computing system from participating in an the online gaming service for a duration of time when the first computing system generates suspected cheating reports at a rate significantly greater than the typical rate. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19)
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20. A method for preventing a game console which generates false suspected cheating reports from participating in an online gaming service, the method comprising:
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executing a first instance of a game application on a first game console, wherein the first game console is coupled to communicate with a second game console executing a second instance of the game application; the first instance of the game application monitoring execution of the second instance of the game application to identify suspected cheating by the second instance of the game application; the first instance of the game application identifying suspected cheating by the second instance of the game application and reporting the suspected cheating of the second game console; determining a rate of suspected cheating reports generated by the first instance of the game application; determining a typical rate of suspected cheating reports generated by an instance of the game application when executed on a game console by monitoring suspected cheating reports made by instances of the game application executing on game consoles during an initial period of time following release of the game application when cheating is unlikely to occur; and preventing the first game console from participating in the online gaming service for a duration of time when the first instance of the game application generates suspected cheating reports at a rate significantly greater than the typical rate. - View Dependent Claims (21, 22, 23, 24, 25, 26)
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27. A method for preventing a gaming system which generates false suspected cheating reports from participating in an online gaming service, the method comprising:
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executing a game application on a plurality of gaming systems, wherein the plurality of gaming systems are capable of communicating with one another; each of the plurality of gaming systems monitoring execution of the other gaming systems; each of the plurality of gaming systems identifying suspected cheating by any of the other gaming systems; determining a rate of suspected cheating reports generated by one game system of the plurality of gaming systems which are executing the game application; determining a typical rate of suspected cheating reports generated by a gaming system executing the game application by monitoring suspected cheating reports made by gaming systems executing the game application during an initial period of time following release of the game application when cheating is unlikely to occur; and preventing the one gaming system from participating in the online gaming service for a duration of time when the first one gaming system generates suspected cheating reports at a rate significantly greater than the typical rate. - View Dependent Claims (28, 29, 30, 31)
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32. A method for preventing a computing system which generates false suspected cheating reports from participating in an online gaming service, the method comprising:
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executing a monitoring application on a first computing system, the monitoring application associated with a first instance of a game application; the monitoring application monitoring execution of a second instance of the game application on a second computing system coupled to communicate with the first computing system; the monitoring application identifying suspected cheating by the second instance of the game application on the second computing system; determining a rate of suspected cheating reports generated by the first computing system; determining a typical rate of suspected cheating reports generated by a computing system executing the game application by monitoring suspected cheating reports made by computing systems executing the game application during an initial period of time following release of the game application when cheating is unlikely to occur; and preventing the first computing system from participating in the online gaming service for a duration of time when the first computing system generates suspected cheating reports at a rate significantly greater than the typical rate. - View Dependent Claims (33, 34, 35, 36)
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37. A method for preventing computing systems which generate false suspected cheating reports from participating in an online gaming service, the method comprising:
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identifying data associated with reports of suspected cheating submitted by a plurality of computing systems executing a game application; determining a typical rate of suspected cheating reports generated by a computing system executing the game application by monitoring suspected cheating reports made by computing systems executing the game application during an initial period of time following release of the game application when cheating is unlikely to occur; identifying computing systems generating suspected cheating reports at a rate significantly in excess of the typical rate; and preventing the identified computing systems from executing any game application through the online gaming service. - View Dependent Claims (38, 39)
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40. A method for preventing gaming consoles which generate false suspected cheating reports from participating in an online gaming service, the method comprising:
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identifying data associated with reports of suspected cheating submitted by a plurality of game consoles; determining a typical rate of suspected cheating reports generated by a game console by monitoring suspected cheating reports made by game consoles executing the game application during an initial period of time following release of the game application when cheating is unlikely to occur; identifying game consoles generating suspected cheating reports at a rate significantly greater than the typical rate; and preventing the identified game consoles from participating in the online gaming service. - View Dependent Claims (41, 42, 43, 44)
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45. An apparatus comprising:
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means for executing a first instance of a game application on a first computing system; means for executing a second instance of the game application on a second computing system, wherein the second computing system is coupled to communicate with the first computing system; means for identifying suspected cheating committed by the second computing system, wherein the means for identifying the suspected cheating does not rely on software of the second computing system; means for reporting from the first computing system to an online gaming service, the suspected cheating of the second computing system; means for determining a rate of suspected cheating reports generated by the first computing system; means for determining a typical rate of suspected cheating reports generated by a computing system executing the game application by monitoring suspected cheating reports made by computing systems executing the game application during an initial period of time following release of the game application when cheating is unlikely to occur; and means for preventing the first computing system from participating in an online gaming service for a duration of time when the first computing system generates suspected cheating reports at a rate significantly greater than the typical rate. - View Dependent Claims (46, 47, 48)
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49. One or more computer-readable media having stored thereon a computer program that, when executed by one or more processors, causes the one or more processors to:
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execute a first instance of a game application on a first computing system, wherein the first computing system is coupled to communicate with a second computing system executing a second instance of the game application; identify suspected cheating committed by the second instance of the game application, wherein the identifying of the suspected cheating is performed by the first instance of the game application executing on the first computing system, and wherein the identifying of the suspected cheating does not rely on software of the second computing system; report from the first computing system to an online gaming service any suspected cheating of the second instance of the game application; determine a rate of suspected cheating reports generated by the first computing system; determine a typical rate of suspected cheating reports generated by a computing system executing the game application by monitoring suspected cheating reports made by computing systems executing the game application during an initial period of time following release of the game application when cheating is unlikely to occur; and prevent the first computing system from participating in the online gaming service for a duration of time when the first computing system generates suspected cheating reports at a rate significantly greater than the typical rate. - View Dependent Claims (50, 51)
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Specification