JP4672797B2 - ネットワーク装置の評価および誠実性の保全 - Google Patents
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Description
本出願は、特許文献1の部分継続出願であり、また特許出願1を基礎とする優先権を主張する。特許文献1は、特許文献2の部分継続出願であり、特許文献2を基礎とする優先権を主張する。特許文献2は、特許文献1の部分継続出願であり、特許文献1を基礎とする優先権を主張する。特許文献3は、特許文献2の部分継続出願であり、特許文献2を基礎とする優先権を主張する。
[発明の属する技術分野]
本発明は、概してネットワークゲームに関し、特に、コミュニティの誠実性の保全に関する。
従来、電子ゲームのユーザは、特定の電子ゲームに関連づけられた対戦(two−player)オプションを選択する事により、単一のホームゲームコンソールを介して、
互いに競争、対戦した。従って、二人のプレイヤは、その特定の電子ゲームに関連するポイントや、その他の賞のために、同時に、または一人ずつ交互にプレイすることにより、競争することができた。
本発明によれば、不公正な、または不正な行為(例えば、いかさま)への関与に関して、 ネットワークゲームユーザの正当性を能動的に確認するためのシステムおよび方法が提供される。
図1は、本発明の、様々な実施形態にかかるネットワークユーザの正当性を評価するためのアーキテクチャ例を示す。図1において特定されている構成要素は、例として示したものであり、様々な代替物、等価物、派生物をも含みうる。一以上のクライアント102は、一以上のネットワークゲーム104を含んでもよい。ネットワークゲーム104はクライアント102に、組み込まれて(例えば、プレロード:pre−load)されていてもよく、または、光学ディスクやその他の媒体にから取り込まれてもよい。ネットワークゲーム104は、ここで詳しく述べるように、ネットワークを介して取得されてもよい。クライアント102は、通信ネットワーク106を介して、サーバ108に接続されていてもよく、または他のアドホックネットワークを介して、互いに接続されていてもよい。
DSL lineは、ダイヤルアップモデムに比べて、より広いバンド幅を備える。同様に、軽量(light weight)なプロトコル(例えば、UDPやTCP)が用いられるならば、そのUDPにおいて、より寛大な措置が可能とされてもよい。例えば、TCPと異なり、データパケットの配信を保証するエラー回復サービスがほとんど提供されない。このようなシナリオにおいては、クエリパケットは、問い合わせを受けるノードに受信されず、問い合わせ元のノードに、その通信が失敗したことは示されないかもしれない。クエリエンジン310を介して、問い合わせ元のノードは、分析エンジン308と協働し、その応答が時間内に適切に受信されたか判定する際して、さらに、黙示的に不当とされたノードの処置するに際して、そのような可能性を考慮してもよい。
ステップ400において、問い合わせが一以上のユーザに送られる。問い合わせは、検出された異常な行為に基づいて、その異常な行為が検出されない指定された間隔に、一以上のユーザに関連づけられたクライアント102に送られてもよい。いつ、問い合わせを送るべきかを判定する任意の方法が採用されうる。ここで議論されるように、問い合わせは、ネットワークゲームのユーザごとにカスタマイズされてもよく、また、問い合わせは、事前に定められたものであってもよく、もたその他であってもよい。問い合わせは、様々なタイプの問い合わせを含んでもよい、例えば、ネットワークゲーム104に関連づけられた特定のメモリ領域を要求してもよく、そのゲームへのネットワークユーザの参加であってもよく、メモリまたはメモリ内のメモリ領域のハッシュであってもよく、メモリと、その要求されたメモリの関連づけられたソルトのハッシュであってもよく、スレッドやモジュールやデータストリングの識別情報であってもよい。
においては、プログラムのエラーが発見されるかもしれない。このエラーは、必ずしも、そのゲームの進行にあたって、致命的なものではなくとも、特に、他のプレイヤがその条件に気がついていないときには、このエラーにより、あるプレイヤが他のプレイヤに対する優位性を獲得することができるかもしれない。これらのエラー(またはグリッチ)を有利に用いることは、しばしば、「グリッチング」と呼ばれる。
Claims (12)
- ゲームネットワーク内のネットワーク装置の正当性評価方法であって、
少なくとも一の問い合わせを、ネットワークゲームのプレイ用に構成された少なくとも一のネットワーク装置に送るステップと、
前記少なくとも一の問い合わせに対する応答を受けとるステップと、
前記少なくとも一の問い合わせに対する応答に基づいて、前記ネットワーク装置のうちの少なくとも一が正当であるか否かを判定するステップと、
前記少なくとも一の問い合わせに対する応答に基づいて、前記ネットワーク装置のうち少なくとも一を、正当な装置として指定するステップと、
前記少なくとも一の正当性が確認された装置に、正当性が確認されていないネットワーク装置に送る問い合わせよりも少ない問い合わせを送るステップと、
を備える方法。 - 前記ネットワーク装置のうちの少なくとも一が、前記ネットワークゲームに関連づけられた規則に違反しているか否か、判定するステップをさらに備える請求項1に記載の方法。
- 前記ネットワークゲームに関連づけられた規則に対する違反を解決するステップをさらに備える請求項2に記載の方法。
- 前記少なくとも一の問い合わせに対する応答に基づいて、前記ゲームネットワークにおいて、前記少なくとも一のネットワーク装置がネットワークゲームをプレイし続けることを許可するステップをさらに備える請求項1に記載の方法。
- ネットワークゲーム環境においてコンピュータ装置の正当性を評価するシステムであって、
ネットワークゲーム環境においてゲームをプレイする一以上のコンピュータ装置を監視するように構成されたコンピュータ装置と、
前記監視するコンピュータ装置と通信するクエリエンジンであって、前記ゲームをプレイする一以上のコンピュータ装置に、少なくとも一の問い合わせを課し、又、該少なくとも一の問い合わせに対する応答を受け取るように構成されたクエリエンジンと、
前記クエリエンジンと通信する分析エンジンであって、前記少なくとも一の問い合わせに対する応答に基づいて、前記一以上のコンピュータ装置が正当であるか否か判定するように構成された分析エンジンと、
前記少なくとも一の問い合わせに対する応答に基づいて前記一以上のコンピュータ装置の正当性が確認されたしるしを記録するように構成されている記憶媒体とを備え、
前記クエリエンジンは、さらに、正当性が確認されたコンピュータ装置に、正当性が確認されていないコンピュータ装置に送る問い合わせよりも、少ない問い合わせを送るように構成されているシステム。 - 前記監視するコンピュータ装置は、サーバを備える請求項5に記載のシステム。
- 前記ゲームをプレイする一以上のコンピュータ装置は、一以上のユーザと関連づけられている請求項5に記載のシステム。
- 前記監視するコンピュータ装置はさらに、前記少なくとも一の問い合わせに対する応答に基づいて、前記一以上のコンピュータ装置が前記ネットワークゲームをプレイし続けることを許可するように構成されている請求項5に記載のシステム。
- ネットワークゲームのユーザの正当性評価方法を、コンピュータ・プロセッサによって実行可能なプログラムであって、
前記方法は、
ネットワークゲーム環境において、ゲームをプレイしている一以上のユーザを監視するステップと、
前記一以上のユーザに、少なくとも一の問い合わせを送るステップと、
前記少なくとも一の問い合わせに対する応答を受け取るステップと、
前記少なくとも一の問い合わせに対する応答に基づいて、前記一以上のユーザが正当であるか否か判定するステップと、
前記少なくとも一の問い合わせに対する応答に基づいて、前記一以上のユーザを正当性が確認されたユーザとして記録するステップと、
正当性が確認されたユーザに、正当性が確認されていないユーザに対する問い合わせよりも、少ない問い合わせを送るステップと、
を備えるプログラム。 - 前記方法はさらに、前記一以上のユーザが、前記ゲームと関連づけられた規則に違反しているか否か判定するステップを備える請求項9に記載のプログラム。
- 前記方法はさらに、前記違反を解決するステップを備える請求項10に記載のプログラム。
- 前記方法はさらに、前記少なくとも一の問い合わせに対する応答に基づいて、前記一以上のユーザが、前記ネットワークゲームをプレイし続けることを許可するステップを備える請求項9に記載のプログラム。
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US11/386,039 US7480656B2 (en) | 2006-03-20 | 2006-03-20 | Active validation of network devices |
US11/415,881 US8771061B2 (en) | 2006-03-20 | 2006-05-01 | Invalidating network devices with illicit peripherals |
US11/449,141 US8622837B2 (en) | 2006-03-20 | 2006-06-07 | Managing game metrics and authorizations |
PCT/US2007/006628 WO2007109130A2 (en) | 2006-03-20 | 2007-03-16 | Network device validation and integrity maintenance |
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WO (1) | WO2007109130A2 (ja) |
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US8355410B2 (en) | 2007-08-17 | 2013-01-15 | At&T Intellectual Property I, L.P. | Location-based mobile gaming application and method for implementing the same using a scalable tiered geocast protocol |
US7480656B2 (en) * | 2006-03-20 | 2009-01-20 | Sony Computer Entertainment America Inc. | Active validation of network devices |
US7753795B2 (en) * | 2006-03-20 | 2010-07-13 | Sony Computer Entertainment America Llc | Maintaining community integrity |
US8622837B2 (en) | 2006-03-20 | 2014-01-07 | Sony Computer Entertainment America Llc | Managing game metrics and authorizations |
US8771061B2 (en) * | 2006-03-20 | 2014-07-08 | Sony Computer Entertainment America Llc | Invalidating network devices with illicit peripherals |
US7841946B2 (en) | 2006-06-29 | 2010-11-30 | Spawn Labs, Inc. | System for remote game access |
JP4939958B2 (ja) * | 2007-01-31 | 2012-05-30 | 東芝モバイルディスプレイ株式会社 | 液晶表示装置 |
JP5158671B2 (ja) * | 2007-02-16 | 2013-03-06 | 株式会社ユニバーサルエンターテインメント | サンド装置 |
US8221221B2 (en) | 2008-09-15 | 2012-07-17 | Sony Computer Entertainment America Llc | Metrics-based gaming operations |
US8204983B2 (en) | 2007-10-30 | 2012-06-19 | Sony Computer Entertainment America Inc. | Allocation of on-line monitoring resources |
US8490199B2 (en) * | 2007-10-29 | 2013-07-16 | Sony Computer Entertainment America Llc | Moderation of cheating in on-line gaming sessions |
US20090111583A1 (en) * | 2007-10-31 | 2009-04-30 | Gary Zalewski | Systems and method for improving application integrity |
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US20170266560A1 (en) | 2017-09-21 |
US20190336866A1 (en) | 2019-11-07 |
US20110269547A1 (en) | 2011-11-03 |
US20140100027A1 (en) | 2014-04-10 |
EP3753611A1 (en) | 2020-12-23 |
EP1998862A4 (en) | 2011-11-02 |
WO2007109130A2 (en) | 2007-09-27 |
US9526990B2 (en) | 2016-12-27 |
WO2007109130A3 (en) | 2008-11-06 |
US11077376B2 (en) | 2021-08-03 |
US8622837B2 (en) | 2014-01-07 |
JP2009530979A (ja) | 2009-08-27 |
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