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Detecting lag switch cheating in game

  • US 9,636,589 B2
  • Filed: 11/02/2010
  • Issued: 05/02/2017
  • Est. Priority Date: 11/02/2010
  • Status: Active Grant
First Claim
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1. A method for detecting cheating in a gaming network, the method comprising:

  • generating a first set of rules, wherein the first set of rules define acceptable user activity in a gaming network, and wherein the generated rules are defined based on observations of a performance of the gaming network;

    receiving data packets from a client in the gaming network, wherein the data packets are received at a network interface communicatively coupled to the gaming network and have tracking data that includes at least one of a sequence number or a time stamp indicating the progression of a game character through a game environment in the gaming network, and wherein the received data packets correspond to user activity for the client in the gaming network;

    monitoring the user activity for clients that may violate the generated first set of rules, wherein the user activity is monitored in response to execution of a monitoring module by a processor, and wherein the monitoring module is stored in memory; and

    determining that a client violated the generated first set of rules thereby identifying the client as a deviant client, wherein the determination that the client violated the generated first set of rules includes;

    identifying one or more pre-defined thresholds corresponding to indicia for changes in deltas between tracking data of data packets associated with the client and tracking data of data packets associated with different clients;

    determining that there are changes in deltas between tracking data of data packets associated with the client and tracking data of data packets associated with different clients;

    detecting that the determined delta changes between the different clients in view of the delta changes with the client exceeds one or more of the pre-defined thresholds used to identify cheating; and

    identifying that the detected delta changes between the different clients and the gaming network indicate cheating based on the one or more identified pre-defined thresholds, wherein the evaluation and the pre-defined thresholds are based on parameters associated with the performance of the gaming network identified as acceptable user activity.

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