Detecting lag switch cheating in game
AssigneeSony Interactive Entertainment America LLC
InventorsVinod Tandon, Jake Devore
Life of this patent
Estimating the term…
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.
Claims16
A method for detecting lag switch cheating in a gaming network, the method comprising:
- receiving data packets from a plurality of client devices at a network server in the gaming network, wherein the received data packets include a time stamp and correspond to respective client device activity in the gaming network;
- identifying latency for each received data packet, wherein the latency for each received data packet is a time between a respective time stamp and a time the received data packet is received at the network server;
- evaluating latency of a set of data packets from a first client device to detect changes in the latency among the set of data packets;
- identifying that a cheat detection event has occurred when additional latency identified from evaluating the set of data packets meets a predefined threshold;
- and
- moving a character of the first client device associated with the cheat detection event from a current location to a location of the character prior to the cheat detection event.
A system for detecting lag switch cheating in a gaming network, the system comprising:
- a network interface that receives data packets from a plurality of client devices in the gaming network, wherein the received data packets include a time stamp and correspond to respective client device activity in the gaming network;
- a monitoring module stored in memory and executable by a processor to identify latency for each received data packet, wherein the latency for each received data packet is a time between a respective time stamp and a time the received data packet is received at the network server;
- and
- an analysis engine stored in memory and executable by a processor to:
- evaluate latency for a set of data packets from a first client device to detect changes in the latency among the set of data packets,
- identify that a cheat detection event has occurred when additional latency identified from evaluation of the set of data packets meets a predefined threshold, and
- move a character of the first client device associated with the cheat detection event from a current location to a location of the character prior to the cheat detection event.
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 lag switch cheating in a gaming network, the method comprising:
- receiving data packets from a plurality of client devices at a network server in the gaming network, wherein the received data packets include a time stamp and correspond to respective client device activity in the gaming network;
- identifying latency for each received data packet, wherein latency for each received data packet is a time between a respective time stamp and a time the received data packet is received at the network server;
- evaluating latency of a set of data packets from a first client device to detect changes in the latency among the set of data packets;
- identifying that a cheat detection event has occurred when additional latency identified from evaluating the set of data packets meets a predefined threshold;
- and
- moving a character of the first client device associated with the cheat detection event from a current location to a location of the character prior to the cheat detection event.
Dependencies are inferred from the claim text.