IP Library Granted Patent US 10,319,182
Granted Patent B2
US 10,319,182 · App. 15/284,228 · Granted Jun 11, 2019

Automatically identifying potentially fraudulent gaming accounts

Inventor: Jia Wang (South San Francisco, CA)
Assignee: Zynga Inc.
G07F17/3241A63F13/32A63F13/327A63F13/33A63F13/332A63F13/335A63F13/75A63F13/79A63F13/92G07F17/3218G07F17/3225G07F17/3248A63F2300/405A63F2300/406A63F2300/407A63F2300/5546A63F2300/5586
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Quick Facts
Patent No.
US 10,319,182
App. No.
15/284,228
Granted
Jun 11, 2019
Kind
B2
Abstract

In example embodiments, a method of mitigating the effects of fraudulent usage of game accounts is disclosed. One or more values stored in one or more fields of a row of a database table maintained by the game networking system are received. The one or more fields correspond to features of a game account that are relevant to determining whether the game account is potentially being used fraudulently. Based on a combination of the one or more values transgressing a threshold value, it is determined that the game account is potentially being used fraudulently. At least some use of the potentially fraudulent game account is automatically locked to mitigate the effect of the potentially-fraudulent use.

Claims (34)

1. A system comprising:

one or more modules implemented by one or more processors of a game networking system, the one or more modules incorporated into the game networking system to specially configure the game networking system to, at least:

receive one or more values stored in one or more fields of a row of a database table maintained by the game networking system, the one or more fields corresponding to features of a game account that are relevant to determining whether the game account is a potentially fraudulent game account, wherein the features include at least one of a ratio of virtual goods received by the game account to a level of gaming activities performed by the game account and a ratio of a number of transfers of virtual goods out of the game account to an average number of transfers of virtual goods out of additional game accounts, and wherein at least some of the transfers of the virtual goods out of the game account are accomplished through deliberate losses by an owner of the game account;

based on a combination of the one or more values transgressing a threshold value, determine that the game account is the potentially fraudulent game account; and

automatically prevent at least some use of the potentially fraudulent game account.

2. The system of claim 1 , wherein the one or more modules further specially, configure the game networking system to, at least, identify the one or more features based on an analysis of activities of the game account in comparison to activities of additional game accounts, the additional game accounts identified as being non-fraudulent game accounts.

3. The system of claim 1 , the one or more modules further specially configure the game networking system to, at least, identify the one or more features based on an analysis of activities of the game account in comparison to activities of additional game accounts, the additional game accounts identified as being fraudulent game accounts.

4. The system of claim 1 , wherein the game account is used to play a gambling game, the virtual goods are virtual betting chips; and the level of gaming activities corresponds to a number of bets made with at least some of the virtual betting chips.

5. The system of claim 1 , wherein the one or more modules further specially configure the game networking system to, at least:

determine a new threshold value based on a receiving of an online submission of a complaint from an owner of the potentially fraudulent game account;

based on a combination of the one or more values not transgressing the new threshold value, determine that the game account is not the potentially fraudulent game account; and

automatically unlock the game account to allow use of the game account by the owner of the game account.

6. A method comprising:

receiving one or more values stored in one or more fields of a row of a database table maintained by the game networking system, the one or more fields corresponding to features of a game account that are relevant to determining whether the game account is a potentially fraudulent game account, wherein the features include at least one of a ratio of virtual goods received by the game account to a level of gaming activities performed by the game account and a ratio of a number of transfers of virtual goods out of the game account to an average number of transfers of virtual goods out of additional game accounts, and wherein at least some of the transfers of the virtual goods out of the game account are accomplished through deliberate losses by an owner of the game account;

based on a combination of the one or more values transgressing a threshold value, determining that the game account is the potentially fraudulent game account; and

automatically preventing at least some use of the potentially game account.

7. The method of claim 6 , further comprising identifying the one or more features based on an analysis of activities of the game account in comparison to activities of additional game accounts, the additional game accounts identified as being non-fraudulent game accounts.

8. The method of claim 6 , further comprising identifying the one or more features based on an analysis of activities of the game account in comparison to activities of additional game accounts, the additional game accounts identified as being fraudulent game accounts.

9. The method of claim 6 , wherein the game account is used to play a gambling game, the virtual goods are virtual betting chips, and the level of gaming activities corresponds to a number of bets made with at least some of the virtual betting chips.

10. The method of claim 6 , further comprising:

determining a new threshold value based on a receiving of an online submission of a complaint from an owner of the potentially fraudulent game account;

based on a combination of the one or more values not transgressing the new threshold value, determining that the game account is not the potentially fraudulent game account; and

automatically unlocking the game account to allow use of the game account by the owner of the game account.

11. A non-transitory machine-readable storage medium storing a set of instructions that, when executed by at least one processor, causes the at least one processor to perform operations, the operations comprising:

receiving one or more values stored in one or more fields of a row of a database table maintained by the game networking system, the one or more fields corresponding to features of a game account that are relevant to determining whether the game account is a potentially fraudulent game account, wherein the features include at least one of a ratio of virtual goods received by the game account to a level of gaming activities performed by the game account and a ratio of a number of transfers of virtual goods out of the game account to an average number of transfers of virtual goods out of additional game accounts, and wherein at least some of the transfers of the virtual goods out of the game account are accomplished through deliberate losses by an owner of the game account;

based on a combination of the one or more values transgressing a threshold value, determining that the game account is the potentially fraudulent game account; and

automatically preventing at least some use of the potentially fraudulent game account.

12. The non-transitory machine-readable storage medium of claim 11 , the operations further comprising identifying the one or more features based on an analysis of activities of the game account in comparison to activities of additional game accounts, the additional game accounts identified as being non-fraudulent game accounts.

13. The non-transitory machine-readable storage medium of claim 11 , the operations further comprising identifying the one or more features based on an analysis of activities of the game account in comparison to activities of additional game accounts, the additional game accounts identified as being fraudulent game accounts.

14. The non-transitory machine-readable storage medium of claim 11 , wherein the game account is used to play a gambling game, the virtual goods are virtual betting chips, and the level of gaming activities corresponds to a number of bets made with at least some of the virtual betting chips.

15. The non-transitory machine-readable storage medium of claim 11 , the operations further comprising:

determining a new threshold value based on a receiving of an online submission of a complaint from an owner of the potentially fraudulent game account;

based on a combination of the one or more values not transgressing the new threshold value, determining that the game account is not the potentially fraudulent game account; and

automatically unlocking the game account to allow use of the game account by the owner of the game account.

Assignments (5)
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded May 23, 2022
From: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
To: ZYNGA INC.
Reel/Frame 060163/0437 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 14, 2020
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
Reel/Frame 054719/0490 →
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded Dec 11, 2020
From: BANK OF AMERICA, N.A., AS LENDER
To: ZYNGA INC.
Reel/Frame 054701/0393 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 21, 2018
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS LENDER
Reel/Frame 049147/0546 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 3, 2016
From: WANG, JIA
To: ZYNGA INC.
Reel/Frame 039925/0581 →
Continuity (2)
Provisional Application 62295394 · Feb 15, 2016
Related Publication 20170236370A1 · Aug 17, 2017
Cited By (1)
US 12,303,789