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Methods and systems for monitoring a game to determine a player-exploitable game condition

  • US 7,517,282 B1
  • Filed: 08/04/2003
  • Issued: 04/14/2009
  • Est. Priority Date: 08/04/2003
  • Status: Active Grant
First Claim
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1. A method implemented at a computing device, the method comprising:

  • monitoring, by a game server comprising the computing device, one or more players in a game executed at the game server;

    determining, by the game server, based on the monitoring, one or more player-exploitable game conditions, the player-exploitable game conditions being programming conditions, situations, or aberrations produced within the game that give the one or more players an advantage against other players without the one or more players hacking the game, the determining comprising;

    setting a threshold against which the play of the one or more players is compared, the threshold being modified in real time on basis of a rate at which the scores and virtual objects of the one or more players are acquired during the game;

    triggering, by the game server, a player monitor for one or more potential cheating players whose rate of acquiring the scores and virtual objects is greater than the threshold, the player monitor logging game data about activities of the one or more potential cheating players in the game, the activities including locations, enemies injured or eliminated, or objects gained or traded for each of the one or more potential cheating players; and

    determining the one or more potential cheating players are cheating in the game based at least in part on the logged game data, and in an event the one or more potential cheating players are cheating in the game;

    identifying the player-exploitable game conditions of which the one or more potential cheating players are taking the advantage in the game.

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