Classifying gaming activity to identify abusive behavior
AssigneeSony Interactive Entertainment Inc.
InventorsOlga Rudi, Lucie Roberts, Rebecca MacDonald
Life of this patent
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Abstract
A method of controlling online gaming behavior. The method including monitoring at a game server a plurality of game plays of a plurality of players playing a video game in a gaming session over a period of time. The method including extracting features from the plurality of game plays related to a plurality of activities associated with the plurality of game plays, the plurality of activities being controlled by the plurality of players. The method including running the features through an artificial intelligence (AI) learning model configured to classify the plurality of activities. The method including classifying an activity as abusive behavior.
Claims21
A method of controlling online gaming behavior, comprising:
- monitoring at a game server a plurality of game plays of a plurality of players playing a video game in a gaming session over a period of time;
- extracting features from the plurality of game plays related to a plurality of activities associated with the plurality of game plays, the plurality of activities being controlled by the plurality of players;
- running the features through an artificial intelligence (AI) learning model configured to classify the plurality of activities;
- classifying an activity as abusive behavior;
- receiving initiation of a flag from a flagging player indicating possible undesirable activity in the gaming session;
- determining a first player that is controlling the possible undesirable activity;
- generating a video recording of the possible undesirable activity;
- generating a record of the possible undesirable activity;
- wherein the possible undesirable activity corresponds with the activity that is classified as the abusive behavior,
- wherein the period of time is associated with a point in time when the flag was initiated,
- presenting the video recording to a group of players;
- receiving a determination from the group of players indicating whether the possible undesirable activity corresponding to the activity classified as the abusive behavior is abusive or not abusive;
- and
- receiving selection of a selectable icon that when selected by the flagging player makes a request for verification of the possible undesirable activity corresponding to the activity classified as the abusive behavior through crowd sourcing by the group of players,
- wherein the group of players includes the flagging player.
A non-transitory computer-readable medium storing a computer program for implementing a method of controlling online gaming behavior, the computer-readable medium comprising:
- program instructions for monitoring at a game server a plurality of game plays of a plurality of players playing a video game in a gaming session over a period of time;
- program instructions for extracting features from the plurality of game plays related to a plurality of activities associated with the plurality of game plays, the plurality of activities being controlled by the plurality of players;
- program instructions for running the features through an artificial intelligence (AI) learning model configured to classify the plurality of activities;
- program instructions for classifying an activity as abusive behavior;
- program instructions for receiving initiation of a flag from a flagging player indicating possible undesirable activity in the gaming session;
- program instructions for determining a first player that is controlling the possible undesirable activity;
- program instructions for generating a video recording of the possible undesirable activity;
- program instructions for generating a record of the possible undesirable activity;
- wherein the possible undesirable activity corresponds with the activity that is classified as the abusive behavior,
- wherein the period of time is associated with a point in time when the flag was initiated,
- presenting the video recording to a group of players;
- receiving a determination from the group of players indicating whether the possible undesirable activity corresponding to the activity classified as the abusive behavior is abusive or not abusive;
- and
- receiving selection of a selectable icon that when selected by the flagging player makes a request for verification of the possible undesirable activity corresponding to the activity classified as the abusive behavior through crowd sourcing by the group of players,
- wherein the group of players includes the flagging player.
A computer system comprising:
- a processor;
- and
- memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method of controlling online gaming behavior comprising:
- monitoring at a game server a plurality of game plays of a plurality of players playing a video game in a gaming session over a period of time;
- extracting features from the plurality of game plays related to a plurality of activities associated with the plurality of game plays, the plurality of activities being controlled by the plurality of players;
- running the features through an artificial intelligence (AI) learning model configured to classify the plurality of activities;
- classifying an activity as abusive behavior;
- receiving initiation of a flag from a flagging player indicating possible undesirable activity in the gaming session;
- determining a first player that is controlling the possible undesirable activity;
- generating a video recording of the possible undesirable activity;
- generating a record of the possible undesirable activity;
- wherein the possible undesirable activity corresponds with the activity that is classified as the abusive behavior,
- wherein the period of time is associated with a point in time when the flag was initiated,
- presenting the video recording to a group of players;
- receiving a determination from the group of players indicating whether the possible undesirable activity corresponding to the activity classified as the abusive behavior is abusive or not abusive;
- and
- receiving selection of a selectable icon that when selected by the flagging player makes a request for verification of the possible undesirable activity corresponding to the activity classified as the abusive behavior through crowd sourcing by the group of players,
- wherein the group of players includes the flagging player.
Dependencies are inferred from the claim text.