Detecting and preventing cheating in a location-based game

US10912989B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10912989-B2
Application numberUS-201916600333-A
CountryUS
Kind codeB2
Filing dateOct 11, 2019
Priority dateJul 22, 2013
Publication dateFeb 9, 2021
Grant dateFeb 9, 2021

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

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.

First claim

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.

Assignees

Inventors

Classifications

  • A63F13/75Primary

    Enforcing rules, e.g. detecting foul play or generating lists of cheating players · CPC title

  • A63F13/70Primary

    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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What does patent US10912989B2 cover?
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 tha…
Who is the assignee on this patent?
Niantic Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/75. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Feb 09 2021 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 2 related publications on this page (citations in our corpus or others sharing the same primary CPC).