Providing virtual items based on location-based actions
US-9895608-B1 · Feb 20, 2018 · US
US10912989B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10912989-B2 |
| Application number | US-201916600333-A |
| Country | US |
| Kind code | B2 |
| Filing date | Oct 11, 2019 |
| Priority date | Jul 22, 2013 |
| Publication date | Feb 9, 2021 |
| Grant date | Feb 9, 2021 |
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Systems and methods for detecting and preventing cheating in a location-based game are provided. In particular, a server-side statistical cheat detection algorithm can be implemented upon receiving a player request to perform a game action. A given dataset describing the respective times and locations of previous game events performed by the player can be analyzed to determine a probability that such game events represent legitimate gameplay. The determined probability can affect whether the player-requested game action is effectuated or can influence a number of points awarded for completion of the game action. An example system includes a host server and a client device in communication over a network.
Opening claim text (preview).
What is claimed is: 1. A computer-implemented method for discouraging cheating, the method comprising: hosting, by one or more computing devices, a location-based game; logging, by the one or more computing devices, event locations and event times for a plurality of game events, each game event associated with one of the event locations and one of the event times; receiving, by the one or more computing devices, a request to effectuate a requested game action, the request having a request location and a request time; calculating, by the one or more computing devices, an inter-event velocity based on a difference between the request location and at least one of the event locations and difference between the request time and at least one of the event times; inputting, by the one or more computing devices, the inter-event velocity into a probability function to obtain an event probability; and determining, by the one or more computing devices, whether to effectuate the requested game action based on the event probability. 2. The method of claim 1 , wherein the event probability represents a probability that the inter-event velocity reflects legitimate gameplay. 3. The method of claim 1 , further comprising: in response to determining to effectuate the requested game action: modifying game data to effectuate the requested game action; and creating a database entry reflecting the requested game action in a game database. 4. The method of claim 1 , further comprising: determining a number of points to reward to a player for a completed game action by multiplying an expected number of points by the event probability. 5. The method of claim 1 , further comprising: in response to determining not to effectuate the requested game action: transmitting, by one or more computing devices, an indication that the game action was denied. 6. The method of claim 1 , wherein the probability function includes a velocity threshold term that reflects a boundary between legitimate gameplay and cheating. 7. The method of claim 6 , wherein the probability function comprises a logistic function with the constant e raised to a velocity difference term, the velocity difference term being the velocity threshold term subtracted from the inter-event velocity, such that the probability function trends toward zero as the inter-event velocity increases in magnitude with respect to the velocity threshold term and trends towards one as the inter-event velocity decreases in magnitude with respect to the velocity threshold term. 8. The method of claim 6 , wherein the probability function is a logistic function that provides an output based on the difference between the inputted inter-event velocity and the velocity threshold term. 9. The method of claim 6 , wherein the velocity threshold term is modeled on gameplay data previously received by a game server. 10. The method of claim 6 , wherein the velocity threshold term is generated by training a supervised binary classifier on a set of game data previously classified as indicative of either cheating behavior or non-cheating behavior. 11. A non-transitory computer-readable storage medium comprising instructions executable by a processor, the instructions comprising: instructions for sending, from a client device, event locations and event times for a plurality of game events, each game event associated with one of the event locations and one of the events times; instructions for sending a request to effectuate a requested game action, the request including a request location and a request time; instructions for receiving a decision of whether to effectuate the requested game action, wherein the decision was determined by: calculating an inter-event velocity based on a difference between the request location and at least one of the event locations and difference between the request time and at least one of the event times; and inputting the inter-event velocity into a probability function to obtain an event probability; and instructions for displaying a result of the request based on the decision. 12. The non-transitory computer-readable storage medium of claim 11 , wherein the event probability represents a probability that the inter-event velocity reflects legitimate gameplay. 13. The non-transitory computer-readable storage medium of claim 11 , wherein the instructions to display the result comprise: instructions for receiving modified game data describing the effectuation of the requested game action. 14. The non-transitory computer-readable storage medium of claim 11 , wherein the instructions to display the result comprise: instructions to display a notification of a number of points awarded to a player for completing the game action, wherein the number of points was determined by multiplying an expected number of points by the event probability. 15. The non-transitory computer-readable storage medium of claim 11 , wherein the instructions to display the result comprise: instructions for displaying an indication that the game action was denied. 16. The non-transitory computer-readable storage medium of claim 11 , wherein the probability function includes a velocity threshold term that reflects the boundary of legitimate gameplay and cheating. 17. The non-transitory computer-readable storage medium of claim 16 , wherein the probability function comprises a logistic function with the constant e raised to a velocity difference term, the velocity difference term being the velocity threshold term subtracted from the inter-event velocity, such that the probability function trends toward zero as the inter-event velocity increases in magnitude with respect to the velocity threshold term and trends towards one as the inter-event velocity decreases in magnitude with respect to the velocity threshold term. 18. The non-transitory computer-readable storage medium of claim 16 , wherein the probability function is a logistic function that provides an output based on the difference between the inputted inter-event velocity and the velocity threshold term. 19. The non-transitory computer-readable storage medium of claim 16 , wherein the velocity threshold term is modeled on gameplay data previously received by a game server. 20. The non-transitory computer-readable storage medium of claim 16 , wherein the velocity threshold term is generated by training a supervised binary classifier on a set of game data previously classified as indicative of either cheating behavior or non-cheating behavior.
Enforcing rules, e.g. detecting foul play or generating lists of cheating players · CPC title
Game security or game management aspects · CPC title
for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters · CPC title
using geographical information, e.g. location of the game device or player using GPS · CPC title
Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers · CPC title
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