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公开(公告)号:US20120108327A1
公开(公告)日:2012-05-03
申请号:US12917642
申请日:2010-11-02
申请人: Vinod Tandon , Jake Devore
发明人: Vinod Tandon , Jake Devore
IPC分类号: G06F17/00
CPC分类号: A63F13/75 , A63F3/00643 , A63F13/34 , A63F13/35 , A63F13/71 , A63F13/79 , A63F2300/534 , A63F2300/535 , A63F2300/5586 , H04L63/0428 , H04L67/125 , H04L67/38 , H04L69/28
摘要: Detecting lag switch cheating in a gaming network is disclosed. Data packets are received from a client. The data packets have tracking data including at least one of a sequence number and a time stamp. The tracking data is monitored to determine that a cheat-detection event has occurred.
摘要翻译: 公开了检测游戏网络中的滞后切换作弊。 从客户端接收数据包。 数据分组具有包括序列号和时间戳中的至少一个的跟踪数据。 监视跟踪数据以确定已发生欺诈检测事件。
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公开(公告)号:US08167724B2
公开(公告)日:2012-05-01
申请号:US12332149
申请日:2008-12-10
申请人: Gary Stephen Shuster
发明人: Gary Stephen Shuster
IPC分类号: A63F13/00
CPC分类号: A63F13/75 , A63F13/12 , A63F13/71 , A63F13/79 , A63F13/87 , A63F2300/532 , A63F2300/5546 , A63F2300/5586 , G06Q10/00
摘要: A guest management method and system for an online multi-player virtual realty environment or social networking site. A network interface receives guest access requests from guest clients and input data from a plurality of remotely-located clients. The input data is operative to control avatars associated with the clients in a modeled virtual reality environment. A memory holds program instructions for determining whether the guest access is associated with a member client. If the guest access request is associated with the member client, then the guest client is allowed to access the virtual reality environment via a guest avatar. The guest avatar's movements in the virtual reality environment are restricted based on a location of a member avatar controlled by the associated member client. For example, the guest avatar may only be permitted to move within an area that is bounded by a perimeter about the member avatar.
摘要翻译: 用于在线多玩家虚拟物联网或社交网站的客户管理方法和系统。 网络接口从来宾客户端接收来宾访问请求,并从多个远程位置的客户端输入数据。 输入数据用于在建模的虚拟现实环境中控制与客户端相关联的头像。 存储器保存用于确定访客访问是否与成员客户端相关联的程序指令。 如果访客访问请求与成员客户端相关联,则允许访客客户端通过客户头像访问虚拟现实环境。 基于由相关联的成员客户端控制的成员头像的位置来限制虚拟现实环境中的客体角色的移动。 例如,客人头像只能被允许在由关于成员头像的周边限定的区域内移动。
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公开(公告)号:US20120078394A1
公开(公告)日:2012-03-29
申请号:US13244697
申请日:2011-09-26
申请人: Matthew Ocko , Sim Singh , Shane Saraeli
发明人: Matthew Ocko , Sim Singh , Shane Saraeli
IPC分类号: G06F19/00
CPC分类号: A63F13/75 , A63F9/24 , A63F13/00 , A63F13/12 , A63F13/35 , A63F13/60 , A63F13/79 , A63F13/795 , A63F13/798 , A63F2300/535 , A63F2300/5506 , A63F2300/5546 , A63F2300/5573 , A63F2300/5593 , A63F2300/575 , G06F17/00 , G06F19/00 , G06Q20/123 , G06Q20/4016 , G06Q30/016 , G06Q50/01 , G06Q50/34 , G07F17/3234
摘要: A method for detecting suspicious behavior in an online gaming application is provided. The method initiates with providing an online gaming application to a user. Gaming activity and social network activity of the user is analyzed. In response to detecting a suspicious activity based on the analyzed gaming activity and social network activity, a constraint of service order is generated which defines an action to be taken in response to the detected suspicious activity.
摘要翻译: 提供了一种用于检测在线游戏应用中的可疑行为的方法。 该方法通过向用户提供在线游戏应用来启动。 分析用户的游戏活动和社交网络活动。 响应于基于分析的游戏活动和社交网络活动来检测到可疑活动,产生服务订单的约束,其定义响应于检测到的可疑活动而采取的动作。
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公开(公告)号:US20110319172A1
公开(公告)日:2011-12-29
申请号:US13138539
申请日:2010-02-26
IPC分类号: A63F9/24
CPC分类号: A63F13/75 , A63F9/20 , A63F13/12 , A63F13/795 , A63F13/798 , A63F2300/556 , A63F2300/5566 , A63F2300/5586 , G07F17/32 , G07F17/3225 , G07F17/3241
摘要: This game system has an allocation unit (3612) for allocating players, who wish to participate in a versus game, to a game space, a log acquisition processing unit (3614) for storing, as log information, other players who played in the same game space every time the game ends, fraud determination means (3613) for performing first fraud determination processing of registering in a partnering prohibition list a team of two players determined to be suspected fraud players based on the log information, and second fraud determination processing of registering teams of a fraud player and each of the other players allocated to the same game space in the partnering prohibition list based on the log information, and a restriction unit (3617) for restricting the allocation of a team of suspected fraud players registered in the partnering prohibition list to the same game space. Whereby, the allocation of collaborators who are suspected of committing fraud to the same game space can be prevented.
摘要翻译: 该游戏系统具有用于将希望参与游戏的玩家分配给游戏空间的分配单元(3612),用于将作为日志信息存储在其中的其他玩家的日志获取处理单元(3614) 游戏结束时的游戏空间,用于执行第一欺诈判定处理的欺诈判定装置(3613),用于根据所述日志信息进行在伙伴禁止列表中登录确定为被怀疑的欺诈者的两个玩家的队伍的第一欺诈判定处理,以及第二欺诈判定处理 根据所述日志信息登记在所述合作禁止列表中分配给同一游戏空间的欺诈玩家和每个其他玩家的小组;以及限制单元(3617),用于限制登记在所述合作禁止列表中的疑似欺诈玩家组的分配 合作禁止列表到同一游戏空间。 因此,可以防止涉嫌对同一游戏空间进行欺诈的合作者的分配。
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公开(公告)号:US20110281643A1
公开(公告)日:2011-11-17
申请号:US13106941
申请日:2011-05-13
申请人: Robert F. Rioux , Paul DiCarlo
发明人: Robert F. Rioux , Paul DiCarlo
IPC分类号: A63F9/24
CPC分类号: G07C9/00126 , A63F13/02 , A63F13/70 , A63F13/73 , A63F13/75 , A63F13/90 , A63F13/98 , A63F2300/5586 , A63F2300/8064
摘要: The invention generally relates to a lock-box device that requires a child or any other user to answer one or more educational questions correctly before being allowed access to one or more entertainment systems that require power such as a television, a computer, and a video game console.
摘要翻译: 本发明一般涉及一种锁盒装置,其要求儿童或任何其他用户在被允许访问需要诸如电视机,计算机和视频之类的电力的一个或多个娱乐系统之前正确地回答一个或多个教育问题 游戏机。
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公开(公告)号:US20110237325A1
公开(公告)日:2011-09-29
申请号:US13072266
申请日:2011-03-25
IPC分类号: A63F9/24
CPC分类号: A63F13/69 , A63F13/12 , A63F13/335 , A63F13/46 , A63F13/75 , A63F13/798 , A63F13/80 , A63F2300/5586 , A63F2300/609 , G06F21/629 , G06F2221/2109 , G06F2221/2149 , G06F2221/2153
摘要: Systems and methods for providing online games, including trading card games played on a computer, and other mobile devices, are described using combinations of standard and non-standard digital tokens. The systems and methods provide the capability for games to allow users to acquire rights to digital tokens that have different functionality across a spectrum of computer-implemented games, and for computer-implemented games to combine variable-use digital tokens with other standard gaming tools and constructs, such as a standard 52 card deck.
摘要翻译: 使用标准和非标准数字令牌的组合来描述用于提供在线游戏的系统和方法,包括在计算机上播放的交易卡游戏以及其他移动设备。 这些系统和方法提供了游戏的能力,允许用户获取在一系列计算机实现的游戏中具有不同功能的数字令牌的权利,以及用于计算机实现的游戏,将可变数字令牌与其他标准游戏工具相结合, 构造,如标准的52卡牌。
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公开(公告)号:US07959510B2
公开(公告)日:2011-06-14
申请号:US11477396
申请日:2006-06-30
申请人: Kazuya Takahashi , Masahiko Kami
发明人: Kazuya Takahashi , Masahiko Kami
CPC分类号: A63F13/73 , A63F13/10 , A63F13/12 , A63F13/355 , A63F13/48 , A63F13/75 , A63F13/77 , A63F13/79 , A63F2300/407 , A63F2300/50 , A63F2300/5513 , A63F2300/552 , A63F2300/5546 , A63F2300/5586 , A63F2300/636 , G06Q20/3674 , G06Q20/382 , G07F17/32 , G07F17/323
摘要: A game machine operable to execute a game program is communicatively connected to a center server. In the center server, a first transmitter transmits, to the game machine, first data indicating a settled play amount out of a played amount which is represented by either an accumulated number or time period that the game program has been executed. In the game machine, a first storage is operable to store the first data, a second storage is operable to store second data indicating the played amount, and a third storage is operable to store third data indicating an allowable unsettled play amount which represents either an allowable number or time period of which the game program is executed without settlement. In the game machine, a first receiver receives the first data transmitted by the first transmitter, an updater updates the first data stored in the first storage with the first data received by the first receiver, and a controller controls the game machine based on the first data stored in the first storage, the second data stored in the second storage and the third data stored in the third storage.
摘要翻译: 可操作以执行游戏程序的游戏机通信地连接到中央服务器。 在中央服务器中,第一发送器向游戏机发送指示由游戏程序已经执行的累积数量或时间段表示的播放量中的结算播放量的第一数据。 在游戏机中,第一存储器可操作以存储第一数据,第二存储器可操作以存储指示播放量的第二数据,第三存储器可操作以存储指示允许的不稳定播放量的第三数据, 允许的游戏程序的执行时间,不结算。 在游戏机中,第一接收器接收由第一发送器发送的第一数据,更新器利用由第一接收器接收到的第一数据更新存储在第一存储器中的第一数据,并且控制器基于第一接收器控制游戏机 存储在第一存储器中的数据,存储在第二存储器中的第二数据和存储在第三存储器中的第三数据。
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公开(公告)号:US20110105221A1
公开(公告)日:2011-05-05
申请号:US12912121
申请日:2010-10-26
申请人: Hiroki SOTOIKE
发明人: Hiroki SOTOIKE
IPC分类号: A63F9/24
CPC分类号: A63F13/75 , A63F13/12 , A63F13/30 , A63F13/33 , A63F13/35 , A63F13/46 , A63F13/49 , A63F13/795 , A63F13/92 , A63F2300/204 , A63F2300/402 , A63F2300/5586 , A63F2300/61
摘要: A game system includes a server, and the server can communicate with and is connected to a plurality of game apparatuses via a network. In a case that a currently-connecting message is not received from any game apparatus during a communication game, the server determines that the game apparatus prematurely ends the communication game, and adds a bad reputation score of each of the players who is participating in the communication game. Furthermore, if the communication game is ended, and there is a game apparatus that refuses to participate in a next communication game, the bad reputation score of the game apparatus who permits participating in the next communication game is added. For example, the player having a high bad reputation score is refused to participate in the next communication game.
摘要翻译: 游戏系统包括服务器,并且服务器可以经由网络与多个游戏装置通信并连接到多个游戏装置。 在通信游戏期间没有从任何游戏装置接收到正在连接的消息的情况下,服务器确定游戏装置提前结束通信游戏,并且添加参与了该游戏的每个玩家的不良信誉评分 通讯游戏。 此外,如果通信游戏结束,并且存在拒绝参与下一通信游戏的游戏装置,则添加允许参加下一通信游戏的游戏装置的不良信誉得分。 例如,不良信誉得分高的玩家拒绝参与下一通信游戏。
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公开(公告)号:US20110092280A1
公开(公告)日:2011-04-21
申请号:US12672598
申请日:2009-04-24
申请人: Nobukazu Koyama , William Parks , Yasutaka Miwa , Masaharu Sakai , Shinichi Tanaka , Masaki Higuchi
发明人: Nobukazu Koyama , William Parks , Yasutaka Miwa , Masaharu Sakai , Shinichi Tanaka , Masaki Higuchi
IPC分类号: A63F13/10
CPC分类号: A63F13/69 , A63F13/10 , A63F13/46 , A63F13/49 , A63F13/71 , A63F13/75 , A63F13/798 , A63F2300/201 , A63F2300/208 , A63F2300/5586 , A63F2300/61 , A63F2300/636
摘要: In a game device, a loading processor loads save data on which user ID information is attached from a storage device 80; an application executing unit executes a game program while using the loaded save data; a game requirement achievement determining unit determines whether or not a predetermined requirement of gameplay is achieved based on a progress status of the game; and item ID acquiring unit acquires an item ID associated with achieved requirement of gameplay; an item acquisition processing unit has a function for generating item acquisition information while using the acquired item ID; and a function limiting unit limits the function of an item acquisition processing unit in accordance with user ID information attached to the save data.
摘要翻译: 在游戏装置中,装载处理装置从存储装置80加载附加有用户ID信息的保存数据; 应用执行单元在使用所加载的保存数据的同时执行游戏程序; 游戏需求成就确定单元基于游戏的进行状态来确定是否实现了游戏的预定要求; 并且项目ID获取单元获取与实现的游戏需求相关联的项目ID; 项目获取处理单元具有在使用所获取的项目ID的同时产生项目获取信息的功能; 并且功能限制单元根据附加到保存数据的用户ID信息来限制项目获取处理单元的功能。
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公开(公告)号:US20110041161A1
公开(公告)日:2011-02-17
申请号:US12782678
申请日:2010-05-18
申请人: Allister Capati , Ennin Huang
发明人: Allister Capati , Ennin Huang
CPC分类号: H04L67/22 , A63F13/61 , A63F13/75 , A63F13/77 , A63F2300/535 , A63F2300/5506 , A63F2300/552 , A63F2300/5573 , A63F2300/5586 , G06F8/71 , G06F15/16 , G06F17/00 , G06F17/30 , G06F17/30029 , G06F17/30867 , G06F21/00 , G06F21/10 , G06F2221/2101 , G06F2221/2109 , G06F2221/2135 , G06F2221/2141 , G06F2221/2143 , G06Q30/02 , G06Q30/0277 , H04L63/08 , H04L67/10 , H04L67/20 , H04L67/28 , H04L67/303 , H04L67/34 , H04L67/42
摘要: Embodiments of the present invention address delivery of content, including advertising, in an online or networked digital environment. Undesirable content or content that needs to be removed from the digital environment may be eliminated through invocation of a ‘kill switch’ that terminates further delivery of the aforementioned content. The ‘kill switch’ may also eliminate certain instantiations of that content already delivered to end-user client devices. In order to lessen the need for termination of content following delivery to the digital environment, content developers and content providers may view content scheduled for delivery in digital environment ‘mock ups’ prior to actual delivery. Content developers and content providers, too, may control certain attributes related to content scheduled for delivery to further obviate post-delivery termination or modification.
摘要翻译: 本发明的实施例解决了在在线或联网的数字环境中的内容的传送,包括广告。 需要从数字环境中移除的不希望的内容或内容可以通过调用终止上述内容的进一步递送的“杀死开关”来消除。 “杀死开关”也可以消除已经传递给终端用户客户端设备的某些实例。 为了减少在传送到数字环境后终止内容的需要,内容开发人员和内容提供商可以在实际交付之前查看预定在数字环境“模拟”中传送的内容。 内容开发人员和内容提供商也可以控制与预定发送的内容相关的某些属性,以进一步避免交付后终止或修改。
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