Challenge and exchange of response between client and server computing devices

    公开(公告)号:JP2004164640A

    公开(公告)日:2004-06-10

    申请号:JP2003378854

    申请日:2003-11-07

    CPC classification number: H04L63/0823

    Abstract: PROBLEM TO BE SOLVED: To allow a server to detect a modified status of a client, who uses a modified basic input/output system, modified software, or pirated edition software to do illicit operation, for taking a proper action in a service such as online game offered on a network by a server. SOLUTION: A status of a client communicating with the server is determined by issuing a challenge to the client and making the client generate a response representing the status. The server compares the response with an expected response to determine the status is expected one not. If the status is different from the expected one, the server takes a proper action such as ending the communication with the client. Desirably, the challenge includes a code segment and a parameter, and when the client executes the code segment, the client is made to generate a response. COPYRIGHT: (C)2004,JPO

    System and method for setting up game data related to users
    4.
    发明专利
    System and method for setting up game data related to users 审中-公开
    用于设置与用户相关的游戏数据的系统和方法

    公开(公告)号:JP2006164243A

    公开(公告)日:2006-06-22

    申请号:JP2005314531

    申请日:2005-10-28

    Abstract: PROBLEM TO BE SOLVED: To provide a method for setting up game data related to users. SOLUTION: Data are shared with users of a system by using a service. The service receives the data from at least two different game applications, which have a configuration file defining the data from the game applications for sharing the service. An active medium program on a computer, executing one of the game applications receives the data from the application to be defined by the configuration file and stores at least a piece of data received from the application. At least the piece of data is sent to the service, when the medium program communicates with the service via the network. The service provides data related to the users of at least two different game applications, based on the data received by the service. COPYRIGHT: (C)2006,JPO&NCIPI

    Abstract translation: 要解决的问题:提供一种用于设置与用户相关的游戏数据的方法。

    解决方案:数据通过使用服务与系统的用户共享。 该服务从至少两个不同的游戏应用接收数据,该游戏应用具有定义用于共享服务的游戏应用中的数据的配置文件。 执行游戏应用程序之一的计算机上的活动媒体程序从应用程序接收要由配置文件定义的数据,并存储从应用程序接收的至少一条数据。 当介质程序经由网络与服务通信时,至少将该数据发送到服务。 该服务基于服务接收的数据提供与至少两个不同游戏应用的用户有关的数据。 版权所有(C)2006,JPO&NCIPI

    SYSTEM AND METHOD FOR AUTOMATICALLY FORMULATING RESPONSE TO AUTHENTICATION REQUEST FROM SECURED SERVER

    公开(公告)号:JP2002202955A

    公开(公告)日:2002-07-19

    申请号:JP2001333274

    申请日:2001-10-30

    Applicant: MICROSOFT CORP

    Abstract: PROBLEM TO BE SOLVED: To provide a system and method for automatically formulating a proper response to an authentication request from a secured server. SOLUTION: When a primary server attempts to access a secured remote server, the remote server transmits an authentication request to the primary server. An authentication response manager identifies certain criteria in the authentication request and formulates appropriate response credentials to transmit to the remote server. An authentication response module can be plugged in the authentication response manager and fitted to a new secure server or new technology accessed by the primary server. The authentication response manager identifies authentication requests from several remote servers and automatically provides the appropriate authentication credentials to each server.

    Method and system which perform social behavior matching of online game players
    7.
    发明专利
    Method and system which perform social behavior matching of online game players 有权
    执行在线游戏玩家的社会行为匹配的方法和系统

    公开(公告)号:JP2006158956A

    公开(公告)日:2006-06-22

    申请号:JP2005312952

    申请日:2005-10-27

    Abstract: PROBLEM TO BE SOLVED: To provide a method and a system which perform social behavior matching of online game players based on his/her individual or social group skills and experiences which are identified to be similar or to be on an equal level. SOLUTION: The method and system of online game players' social behavior matching considers, prior to the participation of the game sessions by the players, the direct feed back of the specific player's positive and negative experiences submitted from his/her opponent player, the favorable behaviors to win the game and the type of the game. COPYRIGHT: (C)2006,JPO&NCIPI

    Abstract translation: 要解决的问题:提供一种方法和系统,其基于他/她的个人或社会群体技能和被认为相似或处于相同水平的经验来执行在线游戏玩家的社交行为匹配。

    解决方案:网络游戏玩家社交行为匹配的方法和系统在玩家参加游戏之前,认为直接反馈玩家从对手玩家提交的积极和消极体验 ,赢得游戏和游戏类型的有利行为。 版权所有(C)2006,JPO&NCIPI

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