Abstract: An anti-cheating system for detecting fraud persons is disclosed. The anti-cheating system comprising of; A database of the website for storing all the data of the players; A memory unit for storing instructions thereon, which are executed by the database of the website to cause the system to detect anomalies in activity on a computer network, based on received event data associated with the activity; generating anomaly data indicative of the anomalies in response to identify threat indicators by processing the anomaly data; generating threat indicator data indicative of the threat indicators in response to the security threat to the computer network by processing the threat indicator data; and A computer network for processing threat indicator data.
Claims:We claim:
1) An anti-cheating system for detecting fraud persons comprising of;
a. A database of the website for storing all the data of the players;
b. A memory unit for storing instructions thereon, which are executed by the database of the website to cause the system to detect anomalies in activity on a computer network, based on received event data associated with the activity;
c. generating anomaly data indicative of the anomalies in response to identify threat indicators by processing the anomaly data;
d. generating threat indicator data indicative of the threat indicators in response to the security threat to the computer network by processing the threat indicator data; and
e. A computer network for processing threat indicator data.
2)The anti-cheating system for detecting fraud persons as claimed in claim 1, wherein the said system efficiently and swiftly remove cheaters to maintain a positive gaming experience for players.
3)The anti-cheating system for detecting fraud persons as claimed in claim 1, wherein the said system efficiently observe gameplay to differentiate between the use of unfair software and player skill as well as unusual game occurrences.
, Description:FIELD OF THE INVENTION:
The present invention relates to anti-cheating system platform based networking technology. The present invention more particularly relates to an anti-cheating system using IOT.
BACKGROUND OF THE INVENTION:
On-line multi-player gaming has experienced an amazing growth over the last decade. It goes along with cheating as the most prominent case of malicious behavior performed by game players. It is therefore in the best interest of game service providers to eradicate cheating. However, the demand for a stable service for resource intensive games restricts the amount of resources that can be dedicated to cheat detection mechanisms. Many on-line multi-player games suffer from excessive cheating in one form or another. However, in many cases, the existence of cheating is hard to prove. The only part of a distributed system is that a game service provider can trust is the part of the system running on hardware under their control. Any other part of the system can and will most likely be exploited by a cheater. As of now, no existing framework manages to eliminate all kinds of cheating, so game developers are forced to either create their own mechanisms or use a selection of existing solutions to cover the aspects of a game that a cheater might exploit. In-game physics, aimed to increase game realism, experiences increased popularity in many kinds of games. Most games that have implemented in-game physics use it as a major part of the game-play experience, some even base the entire game-play around physics alone. In-game physics is therefore a very likely part of a game to be exploited. To solve this problem, central servers or other trusted entities must ensure consistency in the movements of all the clients in the game. With our approach the physics engine can be implemented on the server together with the cheat detection mechanisms. This solution frees resources on the game clients. However, it requires more hardware at the server side. Adding more hardware to a system can increase its performance, but this serves only as a temporary solution. The hardware used in commercial game server clusters is expensive, and the performance gained might only be sufficient for a short period of time. Because of the physical limitations halting the single-threaded performance increase in normal CPUs, further performance increase is accomplished by adding more identical processing cores. The modern GPU is a relatively inexpensive example of such a parallel architecture. This forces developers to think differently. The process of adding new and faster hardware is now slowly substituted by migrating systems to parallel processors. For this change to be beneficial, serial algorithms must be parallelized.
There have been several papers suggesting cheat detection systems. the authors propose a statistical approach to cheat detection based on a dynamic Bayesian network approach. The proposed detection framework relies solely on the game state, and the proposed solution is designed to run on the server side to prevent hacks and tampering. Their experiments show that they are able to effectively detect cheaters and that the false positive rate is low. However, the system needs to be trained to detect specific cheats. A different approach presented by Feng et al. examines an approach for cheat detection that is based on the use of stealth measurements via tamper-resistant hardware. This is a client side modification, and the authors’ solution utilizes the Intel Active Management Technology platform to access contents in the physical memory. They present a range of measurements supported by the hardware that might detect the methods used by hackers to compromise games. The challenges with this system are that specialized hardware is required on all clients and that users might have privacy issues since this approach requires full access to the physical memory on their clients. There are also several anti-cheating systems that have been put to mainstream use. Three of the most notable are VAC, PunkBuster and Warden. The similarity between the three mentioned anti-cheat systems is that they are separate programs that examine programs running alongside the game being played. They inspect the main memory of the computer, searching for programs altering or reading the memory used by the game. Valve reported that over 10.000 cheating players of "Counter-Strike: Source" were caught within a single week in late 2006 by running cheating software. However, one issue with these solutions is that they run in software on the game clients, and the anti-cheating systems are therefore vulnerable for hacks and tampering
So there is a need for such an anti-cheating system which can prevent attacks automatically. The present invention is an anti-cheating system to remove hackers and cheaters from the game.
OBJECTS OF THE INVENTION:
The main object of the present invention is to provide an anti-cheating system to remove hackers and cheaters from the game.
Another object of the present invention is to detect fraud persons from the game.
Other objects and benefits of the present invention will be more apparent from the following description, which is not intended to bind the scope of the present invention.
SUMMARY OF THE INVENTION:
Accordingly, An anti-cheating system for detecting fraud persons is disclosed. The anti-cheating system comprising of;
a. A database of the website for storing all the data of the players;
b. A memory unit for storing instructions thereon, which are executed by the database of the website to cause the system to detect anomalies in activity on a computer network, based on received event data associated with the activity;
c. generating anomaly data indicative of the anomalies in response to identify threat indicators by processing the anomaly data;
d. generating threat indicator data indicative of the threat indicators in response to the security threat to the computer network by processing the threat indicator data;
e. A computer network for processing threat indicator data.
DESCRIPTION OF THE DRAWINGS:
Fig 1 is the flowchart for anti-cheating system which can prevent attacks automatically.
DETAILED DESCRIPTION OF THE INVENTION WITH RESPECT TO DRAWINGS:
The present invention is an anti-cheating system. It is a cloud-based solution that will scan for any kind of cheats in real-time. Although the solution has to be installed on the player’s system, it will only collect the game information and send it to database of the website (cloud) to be analyzed. The referee is able to receive reports from all the systems in real-time that can be viewed on a web interface. As usual, the final decision is up to the referee and organization on the event of catching a cheater.
In one embodiment, the present invention identify players who are using unfair means to gain an advantage over their competition. The present invention fairly monitors players who have been reported through the game’s system to ensure only players using additional software or other means of hacking and cheating to deter from the game’s environment are banned. The team can efficiently observe gameplay to differentiate between the use of unfair software and player skill as well as unusual game occurrences due to lag or packet loss.
In another embodiment, an anti-cheating system detects the players who are doing fraud and able to efficiently and swiftly remove cheaters even mid-match to maintain a positive gaming experience for players. The present invention allows players to play players and ban cheaters.
In another embodiment, an anti-cheating system for detecting fraud persons comprising of;
a. A database of the website for storing all the data of the players;
b. A memory unit for storing instructions thereon, which are executed by the database of the website to cause the system to detect anomalies in activity on a computer network, based on received event data associated with the activity;
c. generating anomaly data indicative of the anomalies in response to identify threat indicators by processing the anomaly data;
d. generating threat indicator data indicative of the threat indicators in response to the security threat to the computer network by processing the threat indicator data.
e. A computer network for processing threat indicator data.
As the first line of defence, the present system detection software system scans for suspect software and modified game data. To keep up with the constantly evolving hacking and cheating methods, it employs a huge and ever-expanding library to cross-reference when detecting suspicious software. Using game observation techniques, the developers identify players using unfair means to gain an advantage over competition.
Additionally, the security system monitors players, reported through the game's system, to ensure that players using additional software or other means of hacking and cheating are banned.
| # | Name | Date |
|---|---|---|
| 1 | 202021001362-STATEMENT OF UNDERTAKING (FORM 3) [13-01-2020(online)].pdf | 2020-01-13 |
| 2 | 202021001362-POWER OF AUTHORITY [13-01-2020(online)].pdf | 2020-01-13 |
| 3 | 202021001362-FORM FOR STARTUP [13-01-2020(online)].pdf | 2020-01-13 |
| 4 | 202021001362-FORM FOR SMALL ENTITY(FORM-28) [13-01-2020(online)].pdf | 2020-01-13 |
| 5 | 202021001362-FORM 1 [13-01-2020(online)].pdf | 2020-01-13 |
| 6 | 202021001362-FIGURE OF ABSTRACT [13-01-2020(online)].jpg | 2020-01-13 |
| 7 | 202021001362-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [13-01-2020(online)].pdf | 2020-01-13 |
| 8 | 202021001362-EVIDENCE FOR REGISTRATION UNDER SSI [13-01-2020(online)].pdf | 2020-01-13 |
| 9 | 202021001362-DRAWINGS [13-01-2020(online)].pdf | 2020-01-13 |
| 10 | 202021001362-COMPLETE SPECIFICATION [13-01-2020(online)].pdf | 2020-01-13 |
| 11 | Abstract1.jpg | 2020-01-14 |
| 12 | 202021001362-ORIGINAL UR 6(1A) FORM 26-240220.pdf | 2020-02-25 |
| 13 | 202021001362-Proof of Right [30-11-2020(online)].pdf | 2020-11-30 |