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Prevention of cheating in on-line interaction

Inactive Publication Date: 2008-12-11
COGNISAFE
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0013]There is therefore provided, in accordance with an embodiment of the present invention, a method for preventing cheating by users of client computers running a network game program. The method includes installing a monitoring program, independent of the network game program, on a group of the client computers so as to detect, using the monitoring program, an anomalous use of an asset of at least one of the client computers that is indicative of an attempt to cheat in the game program. A message is conveyed over a network to a server from each of at least some of the client computers in the group, the message from each such client computer indicating that the monitoring program has been actuated on the client computer. Responsively to the message, a communication is received from the server at the client computer indicating which ones of the client computers have actuated the monitoring program.

Problems solved by technology

Such cheating may include both deviant behavior by the user of the computer itself and attempts to compromise the computer carried out by users of other computers.

Method used

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  • Prevention of cheating in on-line interaction
  • Prevention of cheating in on-line interaction
  • Prevention of cheating in on-line interaction

Examples

Experimental program
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operational example

[0195]The following scenarios provide an example of the operation of program 50 in on-line game protection. These scenarios deals with a common type of cheating, which is classified as “Cheating by Exploiting Lack of Secrecy” in the above-mentioned article by Yan and Randell. This method of cheating involves exchange of packets between peers, wherein a participant cheats by inserting, deleting or modifying game events, commands or files that are transmitted over the network. The example is described with reference to an on-line game known as “GunZ—The Duel” (MAIET Entertainment, Korea), but the characteristics of this example are equally applicable to many other games.

[0196]As explained above, the main session types of program 50 include game installation session, game / user learning session and protection session for the on-line game. These sessions follow three sub-scenarios of protection: Scenario A—existing complete previous knowledge, Scenario B—existing partial previous knowled...

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Abstract

A method for preventing cheating by users of client computers running a network game program includes installing a monitoring program, independent of the network game program, on a group of the client computers so as to detect, using the monitoring program, an anomalous use of an asset of at least one of the client computers that is indicative of an attempt to cheat in the game program. A message is conveyed over a network to a server from each of at least some of the client computers in the group. The message from each such client computer indicates that the monitoring program has been actuated on the client computer. Responsively to the message, the client computers receive a message from the server at the client computer indicating which ones of the client computers have actuated the monitoring program.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS[0001]This application is a continuation-in-part of U.S. patent application Ser. No. 11 / 850,223, filed Sep. 5, 2007, which claims the benefit of U.S. Provisional Patent Application 60 / 842,653, filed Sep. 5, 2006. Both of these related applications are incorporated herein by reference.FIELD OF THE INVENTION[0002]The present invention relates generally to computer systems and software, and specifically to detection of cheating in on-line interactions, such as games.BACKGROUND OF THE INVENTION[0003]Cheating is defined as an act of lying, deception, fraud, trickery, imposture, or imposition. Cheating is typically employed to create an unfair advantage, often at the expense of others. Fraud is a particular type of cheating, in which a victim is illegally deceived for the personal gain of the perpetrator.[0004]Cheating is rampant in on-line games, due to the relatively poor security of most game programs and the permissive atmosphere created by the m...

Claims

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Application Information

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IPC IPC(8): A63F9/24
CPCA63F13/12A63F2300/552A63F2300/5586A63F2300/6027G07F17/3241G07F17/3276A63F13/30A63F13/75A63F13/77
Inventor KONFORTY, SHMUELSHIMON, YITZHAK
Owner COGNISAFE
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