Detecting lag switch cheating in game
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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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.
109 Citations
21 Claims
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1. A method for detecting cheating in a gaming network, the method comprising:
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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. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A system for detecting cheating in a gaming network, the system comprising:
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a rules library that includes a generated first set of rules defining acceptable user activity in a gaming network, wherein the generated first set of rules are defined based on observations of a performance of the gaming network; a network interface that receives data packets from a client in the gaming network, wherein the data packets 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; a monitoring module stored in memory and executable by a processor to monitor the user activity for clients that may violate the generated first set of rules; and an analysis engine stored in memory and executable by a processor to determine 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. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20)
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21. 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 cheating in a gaming network, the method comprising:
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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 have having 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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Specification