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Cheater detection in a multi-player gaming environment

  • US 7,288,027 B2
  • Filed: 05/28/2003
  • Issued: 10/30/2007
  • Est. Priority Date: 05/28/2003
  • Status: Expired due to Fees
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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