IP Library Granted Patent US 10,293,262
Granted Patent B2
US 10,293,262 · App. 15/391,616 · Granted May 21, 2019

Managing game metrics and authorizations

Inventors: Adam P. Harris (San Diego, CA); Steve C. Schneider (San Diego, CA)
Assignee: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
A63F13/75A63F13/12A63F13/30A63F13/45G07F17/3241A63F2300/5586
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Quick Facts
Patent No.
US 10,293,262
App. No.
15/391,616
Granted
May 21, 2019
Kind
B2
Abstract

Various metrics as may be deployed in an active, passive, or hybrid validation architecture are disclosed. A computing device configured to monitor network game activity may identify an inconsistency between user game data and a particular game metric governing a particular aspect of the network gaming environment. Upon identification of an inconsistency between game data and a game metric, which may indicative of illicit game play, a validation process (e.g., active, passive, and/or hybrid) may be implemented to further confirm the existence of illicit game. Alternatively, an action to maintain integrity of the gaming community may be executed without further confirmation whereby a purportedly illicit game device may be ejected from the network.

Claims (29)

1. A method for monitoring a user device in a gaming network, the method comprising:

assigning validation responsibilities to a first subset of client devices from a plurality of client devices in the gaming network, wherein the first subset of client devices monitors in-game behaviors of at least one client device participating in a network game in the gaming network not assigned validation responsibilities, wherein the first subset of client devices monitors for pre-defined activity associated with cheating within the network game, and wherein the validation responsibilities are randomly re-assigned from the first subset of client devices to a second subset of client devices from the plurality of client devices in the gaming network at pre-determined intervals of time;

receiving monitoring information from a current subset of client devices that are assigned the validation responsibilities for monitoring the in-game behaviors of the at least one monitored client device, wherein the received monitoring information from the current subset of client devices indicates that the at least one monitored client device participating in the network game has been detected as having been engaged in the pre-defined activity associated with cheating by at least one client device of the current subset of client devices;

identifying that the at least one client device of the current subset of client devices has not validated the at least one monitored client device for continued participation in the network game from the received monitoring information; and

preventing the at least one monitored client device from continuing to engage in the pre-defined activity associated with cheating within the network game by modifying software associated with the network game absent validation from the current subset of client devices.

2. The method of claim 1 , wherein assigning the validation responsibilities is based on available bandwidth of the first subset of client devices in the gaming network.

3. The method of claim 1 , wherein assigning the validation responsibilities is based on available processing power of the first subset of client devices in the gaming network.

4. The method of claim 1 , wherein the current subset of client devices that are assigned the validation responsibilities identify the in-game behaviors of the at least one monitored client device as corresponding to the pre-defined activity associated with cheating based on a stored library of predefined rules.

5. The method of claim 4 , wherein the stored library of predefined rules further includes at least one rule that is based on observations of gameplay within the network game from the at least one monitored client device.

6. The method of claim 4 , further comprising updating the stored library of predefined rules based on a predetermined schedule.

7. The method of claim 4 , wherein the stored library of predefined rules includes at least one rule specifying a data signature associated with the pre-defined activity associated with cheating.

8. The method of claim 1 , further comprising generating a query for the at least one monitored client device participating in the network game based on the received monitoring information indicative of the in-game behaviors corresponding to the pre-defined activity associated with cheating.

9. The method of claim 1 , wherein preventing the at least one monitored client device from continuing to engage in the pre-defined activity associated with cheating comprises modifying the software associated with the network game used to carry out the pre-determined activity.

10. The method of claim 1 , wherein the validation responsibilities assigned to the first subset of client devices includes assigning leadership responsibilities amongst a subset of the first subset of client devices, and wherein the leadership responsibilities directs the assigned subset of the first subset of client devices to perform actions in response to the received monitoring information associated with the at least one monitored client device.

11. The method of claim 1 , wherein identifying that the current subset of client devices assigned validation responsibilities that have not validated the at least one monitored client device for continued participation in the network game corresponds to a required number of the current subset of client devices, and wherein the required number is at least two different client devices of the current subset of client devices.

12. A system for monitoring a user device in a gaming network, the system comprising:

a plurality of client devices; and

a server that includes instructions stored in memory, the instructions being executed by a processor to:

assign validation responsibilities to a first subset of client devices from the plurality of client devices, wherein the first subset of client devices monitors in-game behaviors of at least one client device participating in a network game in the gaming network not assigned validation responsibilities, wherein the first subset of client devices monitors for pre-defined activity associated with cheating within the network game, and wherein the validation responsibilities are randomly re-assigned from the first subset of client devices to a second subset of client devices from the plurality of client devices in the gaming network at pre-determined intervals of time,

receive monitoring information from a current subset of client devices that are assigned the validation responsibilities for monitoring the in-game behaviors of the at least one monitored client device, wherein the received monitoring information from the current subset of client devices indicates that the at least one monitored client device participating in the network game has been detected as having been engaged in the pre-defined activity associated with cheating by at least one client device of the current subset of client devices,

identify that the at least one client device of the current subset of client devices has not validated the at least one monitored client device for continued participation in the network game from the received monitoring information, and

prevent the at least one monitored client device from continuing to engage in the pre-defined activity associated with cheating within the network game by modifying software associated with the network game absent validation from the current subset of client devices.

13. The system of claim 12 , wherein identifying that the current subset of client devices that have not validated the at least one monitored client device for continued participation in the network game in the gaming network corresponds to a required number of the current subset of client devices, and wherein the required number is at least two different client devices of the current subset of client devices.

14. A non-transitory computer-readable storage medium, having embodied thereon a program executable by a processor to perform a method for monitoring a user device in a gaming network, the method comprising:

assigning validation responsibilities to a first subset of client devices from a plurality of client devices in the gaming network, wherein the first subset of client devices monitors in-game behaviors of at least one client device participating in a network game in the gaming network not assigned validation responsibilities, wherein the first subset of client devices monitors for pre-defined activity associated with cheating within the network game, and wherein the validation responsibilities are randomly re-assigned from the first subset of client devices to a second subset of client devices from the plurality of client devices in the gaming network at pre-determined intervals of time;

receiving monitoring information from a current subset of client devices that are assigned the validation responsibilities for monitoring the in-game behaviors of the at least one monitored client device, wherein the received monitoring information from the current subset of client devices indicates that the at least one monitored client device participating in the network game has been detected as having been engaged in the pre-defined activity associated with cheating by at least one client device of the current subset of client devices;

identifying that the at least one client device of the current subset of client devices has not validated the at least one monitored client device for continued participation in the network game from the received monitoring information; and

transmitting a patch to the at least one monitored client device, wherein the patch is directed at preventing the at least one monitored client device from continuing to engage in the pre-defined activity associated with cheating within the network game by modifying software associated with the network game absent validation from the current subset of client devices.

15. The non-transitory computer-readable storage medium of claim 14 , wherein identifying that the current subset of client devices that have not validated the monitored client device for continued participation in the network game in the gaming network corresponds to a required number of the current subset of client devices of the plurality of client devices, and wherein the required number is at least two different client devices of the current subset of client devices.

Assignments (4)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 26, 2017
From: HARRIS, ADAM P.; SCHNEIDER, STEVE C.
To: SONY COMPUTER ENTERTAINMENT AMERICA INC.
Reel/Frame 042812/0622 →
MERGER Recorded Jun 26, 2017
From: SONY COMPUTER ENTERTAINMENT AMERICA INC.
To: SONY COMPUTER ENTERTAINMENT AMERICA LLC
Reel/Frame 042812/0798 →
CHANGE OF NAME Recorded Jun 26, 2017
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 042992/0025 →
Continuity (5)
Continuation 14101870 · Dec 10, 2013
Continuation 11449141 · Jun 7, 2006
Continuation In Part 11415881 · May 1, 2006
Continuation In Part 11386039 · Mar 20, 2006
Related Publication 20170266560A1 · Sep 21, 2017