SYSTEMS AND METHODS FOR ANTI-CHEAT DETECTION

    公开(公告)号:US20230405470A1

    公开(公告)日:2023-12-21

    申请号:US18229422

    申请日:2023-08-02

    申请人: Riot Games, Inc.

    摘要: Embodiments of the present disclosure provide systems, methods, and computer storage media directed to anti-cheat detection in online multiplayer video games. An anti-cheat kernel driver adapted to validate and secure a system state of a gaming device is loaded during a booting process of the gaming device. The loaded anti-cheat kernel driver ensures that the system state cannot be tampered with from the time of boot through the duration of gameplay. The loaded anti-cheat kernel driver can also receive anti-cheat modules communicated to the gaming device from an anti-cheat server, so that anti-cheat modules are received and executed on an ad hoc basis dictated by the anti-cheat server. The anti-cheat server can autonomously manage the anti-cheat operations performed on a kernel layer or application layer of the gaming device, and conduct anti-cheat mitigation operations if necessary.

    Systems and methods for anti-cheat detection

    公开(公告)号:US11806628B2

    公开(公告)日:2023-11-07

    申请号:US17742021

    申请日:2022-05-11

    申请人: Riot Games, Inc.

    摘要: Embodiments of the present disclosure provide systems, methods, and computer storage media directed to anti-cheat detection in online multiplayer video games. An anti-cheat kernel driver adapted to validate and secure a system state of a gaming device is loaded during a booting process of the gaming device. The loaded anti-cheat kernel driver ensures that the system state cannot be tampered with from the time of boot through the duration of gameplay. The loaded anti-cheat kernel driver can also receive anti-cheat modules communicated to the gaming device from an anti-cheat server, so that anti-cheat modules are received and executed on an ad hoc basis dictated by the anti-cheat server. The anti-cheat server can autonomously manage the anti-cheat operations performed on a kernel layer or application layer of the gaming device, and conduct anti-cheat mitigation operations if necessary.

    Dynamic Event-Based Ranking Methods and Systems

    公开(公告)号:US20230116322A1

    公开(公告)日:2023-04-13

    申请号:US18061184

    申请日:2022-12-02

    申请人: Riot Games, Inc.

    IPC分类号: A63F13/798

    摘要: Systems and methods for dynamic events-based ranking servers including a processor. The server also includes a memory communicatively coupled to the processor. The memory includes at least event data, player skill data, and game logic, which is configured to be processed by the processor in order to execute a game with a plurality of players until a game conclusion is reached. The memory further includes event capture logic that is configured to be processed by the processor to identify a plurality of events within the executed game. The events to be captured are done so prior to the game conclusion. Also, the captured event data can relate to the plurality of events. Finally, the memory includes an event update logic, which is configured to be processed by the processor to update player skill data scores in response to the event data captured during the game.

    TARGETING OF A LONG-RANGE OBJECT IN A MULTIPLAYER GAME

    公开(公告)号:US20220395751A1

    公开(公告)日:2022-12-15

    申请号:US17893526

    申请日:2022-08-23

    申请人: Riot Games, Inc.

    摘要: A system and method for improved targeting of a long-range object in a multiplayer online battle arena (MOBA) game is provided. Initially, a touch gesture is received at a tool selection area of a dynamic image provided by the MOBA game, enabling a user to select a tool (e.g., an ability, a virtual weapon, a spell, or the like) to target an object within the virtual world. Next, a second touch gesture is received at a mini-map of the virtual world causing the dynamic image to be automatically adjusted from a perspective corresponding to a character controlled by the user to a perspective representing the location selected within the mini-map. Finally, a third touch gesture is received at a targeting tool providing a target range of the selected tool within the adjusted dynamic image and the user can more precisely and accurately target the object.

    SYSTEMS AND METHODS FOR ANTI-CHEAT DETECTION

    公开(公告)号:US20220266150A1

    公开(公告)日:2022-08-25

    申请号:US17742021

    申请日:2022-05-11

    申请人: Riot Games, Inc.

    摘要: Embodiments of the present disclosure provide systems, methods, and computer storage media directed to anti-cheat detection in online multiplayer video games. An anti-cheat kernel driver adapted to validate and secure a system state of a gaming device is loaded during a booting process of the gaming device. The loaded anti-cheat kernel driver ensures that the system state cannot be tampered with from the time of boot through the duration of gameplay. The loaded anti-cheat kernel driver can also receive anti-cheat modules communicated to the gaming device from an anti-cheat server, so that anti-cheat modules are received and executed on an ad hoc basis dictated by the anti-cheat server. The anti-cheat server can autonomously manage the anti-cheat operations performed on a kernel layer or application layer of the gaming device, and conduct anti-cheat mitigation operations if necessary.

    Targeting of an individual object among a plurality of objects in a multi-player online video game

    公开(公告)号:US11148055B1

    公开(公告)日:2021-10-19

    申请号:US17018300

    申请日:2020-09-11

    申请人: Riot Games, Inc.

    IPC分类号: A63F13/577 A63F13/56

    摘要: Systems, methods, and media are provided for improved targeting of an individual object among a plurality of objects in a multi-player online video game. The video game may include plurality of objects located at various places at a given frame. At each frame, a position of the objects is identified. If a player object (except for the player object associated with the user) is within a predetermined radius of another player object, a target position of the player object is modified relative to other player objects. Next, the target position of the player object is modified towards its original position within the frame. This process is repeated for each player object until the corresponding player object is no longer within the predetermined radius of another player object or a violation of a constraints prevents the modification from being performed.

    SYSTEMS AND METHODS THAT ENABLE A SPECTATOR'S EXPERIENCE FOR ONLINE ACTIVE GAMES
    8.
    发明申请
    SYSTEMS AND METHODS THAT ENABLE A SPECTATOR'S EXPERIENCE FOR ONLINE ACTIVE GAMES 有权
    对于在线主动游戏,可以使用监听者的经验的系统和方法

    公开(公告)号:US20140113718A1

    公开(公告)日:2014-04-24

    申请号:US13965151

    申请日:2013-08-12

    申请人: RIOT GAMES, INC.

    IPC分类号: A63F13/30

    摘要: The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable a spectator's experience for online active games. In an embodiment, an online multiuser game system includes an online game session server system communicatively coupled to a public network for access by a plurality of users to establish a plurality of real-time interactive games sessions. The online multiuser game system further includes a spectator server communicatively coupled to the online game session server system and configured to enable a user to view summary information of an active game session. In another embodiment, the spectator server enables the user to time shift the active game session and to view the summary information of the active game session. In another embodiment, the spectator server enables the user to view the summary information of the active game session while the user is playing the active game session.

    摘要翻译: 本发明的领域涉及多用户在线游戏系统,更具体地涉及使观众在线主动游戏体验的系统和方法。 在一个实施例中,在线多用户游戏系统包括通信地耦合到公共网络的在线游戏会话服务器系统,以供多个用户访问以建立多个实时交互式游戏会话。 在线多用户游戏系统还包括通信地耦合到在线游戏会话服务器系统并且被配置为使得用户能够查看活动游戏会话的摘要信息的观众服务器。 在另一个实施例中,观众服务器使得用户能够时间移动主动游戏会话并查看活动游戏会话的摘要信息。 在另一个实施例中,观众服务器使用户能够在用户正在玩主动游戏会话时查看活动游戏会话的摘要信息。

    RAPID TARGET SELECTION WITH PRIORITY ZONES

    公开(公告)号:US20230051531A1

    公开(公告)日:2023-02-16

    申请号:US17979575

    申请日:2022-11-02

    申请人: Riot Games, Inc.

    摘要: In various examples, when a user presses a button to interact with an object while playing a mobile video game, a prioritization zone around a targeting reticle can be defined. If the user positions the prioritization zone on a group of objects, a set of prioritization rules are applied to identify high importance objects (e.g., game Champions) in the prioritization zone. Based on the prioritization rules, the system can select the identified high importance object found inside the prioritization zone that is closest to the targeting reticle. In some embodiments, the prioritization zone is activated only for a defined period of time after the user presses the attack button. If the user releases the attack button during the defined period of time, the system can identify any of the objects in the prioritization zone and select a high importance object to interact with (e.g., launch an attack).

    SELECTIVE INDICATION OF OFF-SCREEN OBJECT PRESENCE

    公开(公告)号:US20220347573A1

    公开(公告)日:2022-11-03

    申请号:US17866033

    申请日:2022-07-15

    申请人: Riot Games, Inc.

    摘要: Systems, methods, and media are provided for the selective indication of the presence of off-screen objects in the shared gaming environment of a multiplayer game played on a mobile device. The shared gaming environment can include a game space and a plurality of objects located at various places of the game space. The player may view a portion of the game space via a screen view presented by the mobile device. The screen view can be bordered by a frame area that includes a portion of the game space that is outside of the screen view. Based on a predetermined rule set, the presence of an object that is located within the frame area can be selectively indicated within the screen view by a visual indicator, such as an icon. The visual indicator can be assembled from a library of elements to visually communicate contextually relevant information to the player.