# US 9,517,402 B1 · System and method for uniquely identifying players in computer games based on behavior and other characteristics

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- Number: US 9,517,402 B1
- Document ID: US9517402B1
- Status: Granted
- Kind: B1
- Application number: 14/132,172
- Filed: 2013-12-18
- Granted: 2016-12-13
- Earliest claimed: 2013-12-18
- Assignees: Epic Games, Inc.
- Applicants: Epic Games, Inc.
- Inventors: Daniel Vogel
- Web page: https://patentgrep.com/patent/US9517402B1

## CPC

- A63F 13/00: Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F 13/71: using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
- A63F 13/75: Enforcing rules, e.g. detecting foul play or generating lists of cheating players
- G06F 21/316: {by observing the pattern of computer usage, e.g. typical user behaviour}
- H04L 63/1483: {service impersonation, e.g. phishing, pharming or web spoofing (detection of rogue wireless access points H04W12/12)}
- A63F 13/44: involving timing of operations, e.g. performing an action within a time slot
- A63F 2300/5586: for enforcing rights or rules, e.g. to prevent foul play
- H04L 2463/082: applying multi-factor authentication
- H04W 12/68: Gesture-dependent or behaviour-dependent
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- H04L: TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION (arrangements common to telegraphic and telephonic communication H04M)
- H04W: WIRELESS COMMUNICATION NETWORKS (broadcast communication H04H; communication systems using wireless links for non-selective communication, e.g. wireless extensions H04M1/72)

## Abstract

Various exemplary embodiments of the present invention uniquely identify players in a video game based on how a player interacts with a game and/or other players to generate a unique player identifier or player fingerprint. The player may also be categorized by player data or category to identify certain behavior (e.g., fraud). This unique information may be used to accurately authenticate the player to address fraud and other situations involving an unauthorized player. By verifying the identity of the player, an embodiment of the present invention may detect, minimize and/or prevent fraud and/or other situations where someone else is improperly playing or accessing another player's account. Authentication of player identity can also be used to detect cheating, improper sale of accounts, and other undesirable player behavior. Player fingerprint information may also be used to tailor information to the player (e.g., suggestions for other games, advertisements, instructional information, etc.).

## Claims

### Claim 1

A computer implemented method, comprising:
identifying, by at least one computer processor, a unique player identifier for at least one player of a computer game;
collecting, by the at least one computer processor, game behavior data relating to behavior of at least one player during the computer game, the game behavior data comprising how a player interacts with an environment of the computer game during player engagement with the computer game;
performing, by the at least one computer processor, a comparison between the unique player identifier and the game behavior data during the computer game;
identifying, by the at least one computer processor, a correlation level based at least in part on the comparison between the unique player identifier and the game behavior data such that if the correlation level is above a predetermined level, the correlation level is deemed a match to the unique player identifier, and if the correlation level is below a predetermined level, the correlation level is deemed not a match to the unique player identifier;
verifying, by the at least one computer processor, a player's identity based at least in part on the comparison; and
providing, by the at least one computer processor, a recommended action.

### Claim 2 (depends on 1)

The method of claim 1, wherein the game behavior data comprises one or more of: target acquisition pattern, fire pattern, movement pattern, location pattern and timing pattern.

### Claim 3 (depends on 1)

The method of claim 1, further comprising the step of:
collecting, by the at least one computer processor, player demographic data, wherein the player demographic data is used to update the unique player identifier.

### Claim 4 (depends on 1)

The method of claim 1, further comprising the step of:
collecting, by the at least one computer processor, player social network data from one or more social network websites, wherein the player social network data is used to update the unique player identifier.

### Claim 5 (depends on 1)

The method of claim 1, further comprising the step of:
collecting, by the at least one computer processor, player transactional data from one or more merchants, wherein the player transactional data is used to update the unique player identifier.

### Claim 6 (depends on 1)

The method of claim 1, wherein the recommended action is responsive to the correlation level.

### Claim 7 (depends on 6)

The method of claim 6, wherein the recommended action is one or more of: continued game play, suspension of game, deactivation of a character or item, a notification message, and in-game penalty.

### Claim 8 (depends on 1)

The method of claim 1, wherein the collected game play data is used to update the unique player identifier.

### Claim 9 (depends on 1)

The system of claim 1, wherein the processor further performs the step of:
collecting player transactional data from one or more merchants, wherein the player transactional data is used to update the unique player identifier.

### Claim 10 (depends on 1)

The system of claim 1, wherein the collected game play data is used to update the unique player identifier.

### Claim 11

A system, comprising:
a processor; and
a memory comprising computer-readable instructions which when executed by the processor cause the processor to perform the steps comprising:
identifying a unique player identifier for at least one player of a computer game;
collecting game behavior data relating to behavior of at least one player during the computer game, the game behavior data comprising how the at least one player interacts with an environment of the computer game during engagement of the at least one player with the computer game;
performing a comparison between the unique player identifier and the game behavior data during the computer game;
identifying a correlation level based at least in part on the comparison between the unique player identifier and the game behavior data such that if the correlation level is above a predetermined level, the correlation level is deemed a match to the unique player identifier, and if the correlation level is below a predetermined level, the correlation level is deemed not a match to the unique player identifier;
verifying a player's identity based at least in part on the comparison; and
providing a recommended action.

### Claim 12 (depends on 11)

The system of claim 11, wherein the game behavior data comprises one or more of: target acquisition pattern, fire pattern, movement pattern, location pattern and timing pattern.

### Claim 13 (depends on 11)

The system of claim 11, wherein the processor further performs the step of:
collecting player demographic data, wherein the player demographic data is used to update the unique player identifier.

### Claim 14 (depends on 11)

The system of claim 11, wherein the processor further performs the step of:
collecting player social network data from one or more social network websites, wherein the player social network data is used to update the unique player identifier.

### Claim 15 (depends on 11)

The system of claim 11, wherein the recommended action is responsive to the correlation level.

### Claim 16 (depends on 15)

The system of claim 15, wherein the recommended action is one or more of: continued game play, suspension of game, deactivation of a character or item, a notification message, and in-game penalty.
