Abstract:
A method, system, and software for preventing cheating during online gaming, including a first online gaming server computer system configured to gather information regarding cheaters detected during online gaming; a second online gaming server computer system configured to receive the information; and a central database configured for aggregating the received information regarding cheaters detected during online gaming gathered by the first online gaming server computer system along with information stored on the central database regarding cheaters detected during online gaming gathered from a plurality of online gaming server computer systems. The aggregated information from the central database regarding cheaters detected is made available to the second online gaming server computer system, and cheaters identified in the aggregated information are prevented from online gaming on the second online gaming server computer system based on the aggregated information from the central database.

Description:
CROSS REFERENCE TO RELATED DOCUMENTS 
     This application is a divisional application of commonly assigned, U.S. patent application Ser. No. 10/229,023 of TYLER, entitled “ONLINE GAMING CHEATING PREVENTION SYSTEM AND METHOD,” filed Aug. 28, 2002, now allowed, the entire disclosure of which is hereby incorporated by reference herein. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention generally relates to online gaming computer systems, and more particularly to a method and system for preventing cheating on online gaming computer systems. 
     2. Discussion of the Background 
     In recent years, online gaming has seen a dramatic increased in popularity. For example, in the year 2000, computer and video game sales in the U.S. were estimated at 6 billion dollars, with 219 million computer and video games sold and with a majority of the games including an online play capability. The popularity of online gaming will only increase in the future. However, as online gaming popularity increases, so do the number of players employing various types of cheats, hacks, and exploits. 
     Cheating in online games, defined as an attempt by a player to gain an unfair advantage over other players through exploitation of bugs in or manipulation or hacking of online gaming software, is a widespread and serious problem that negatively affects the level of entertainment and enjoyment legitimate or non-cheating players get from playing online games. Most online games use an architecture involving a game client program or software, including the client-side and display code, which is activated and interfaced by the player, and a game server program or software, which allows a number of clients to interact with each other in an online gaming environment. 
     There have been various programs or software developed to aid in the detection and identification of cheating players on individual game servers. However, such programs are easily bypassed, so that cheaters can continue cheating during online games. Therefore, there is a need for a method and system that can prevent cheating on online gaming computer systems, even for cheaters that try to circumvent cheat detection programs running on individual game servers. 
     SUMMARY OF THE INVENTION 
     The present invention includes recognition that while cheat detection and/or game server software may allow a server administrator to remove or permanently ban detected or suspected cheaters from a game server, this by itself is not a complete solution to the cheating problem. For example, game servers are typically operated by multiple independent entities or individuals not affiliated with each other and with no higher oversight authority. As a result, individual game servers themselves are often the highest authority to which a cheating player must answer. As there can be thousands or tens of thousands of separate game servers available for a player to join, a cheating player is able to simply join a game server from which the cheating player has not been banned in order to continue cheating and thereby circumvent any cheat detection performed on the other game servers. Therefore, there is a need for a method and system that can prevent cheating on online gaming computer systems, even for cheaters that try to circumvent cheat detection programs running on individual game servers by jumping from game server to game server. 
     The above and other needs are addressed by the present invention, which provides an additional level of authority, above the individual game servers, via a master database of theaters that resides on one or more master servers and with which individual game servers communicate to transmit cheaters banned on the individual game servers and to receive a master list of cheaters aggregated from the individual game servers. In this way, once a cheater is banned on one game server, information identifying the cheater is transmitted to the master databases of the master servers for distribution to the other game servers. Advantageously, cheaters can no longer move from game server to game server in an attempt to continue cheating. 
     Accordingly, one aspect of the present invention relates to a method, system, and software for preventing cheating during online gaming, including a first online gaming server computer system configured to gather information regarding cheaters detected during online gaming; a second online gaming server computer system configured to receive the information; and a central database configured for aggregating the received information regarding cheaters detected during online gaming gathered by the first online gaming server computer system along with information stored on the central database regarding cheaters detected during online gaming gathered from a plurality of online gaming server computer systems. The aggregated information from the central database regarding cheaters detected is made available to the second online gaming server computer system, and cheaters identified in the aggregated information are prevented from online gaming on the second online gaming server computer system based on the aggregated information from the central database. 
     Still other aspects, features, and advantages of the present invention are readily apparent from the following detailed description, simply by illustrating a number of particular embodiments and implementations, including the best mode contemplated for carrying out the present invention. The present invention is also capable of other and different embodiments, and its several details can be modified in various respects, all without departing from the spirit and scope of the present invention. Accordingly, the drawings and descriptions are to be regarded as illustrative in nature, and not as restrictive. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The present invention is illustrated by way of example, and not by way of limitation, in the figures of the accompanying drawings and in which like reference numerals refer to similar elements and in which: 
         FIG. 1  is a block diagram depicting an online gaming cheater prevention system, according to an embodiment of the present invention; 
         FIG. 2  is a flowchart depicting processes performed by an exemplary cheater detection program; 
         FIG. 3  is a flowchart depicting processes performed by an exemplary cheater prevention client program; 
         FIG. 4  is a flowchart depicting processes performed by an exemplary cheater prevention server program; and 
         FIG. 5  is an exemplary computer system, which may be programmed to perform one or more of the processes described with respect to  FIGS. 1-4 . 
     
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     An online gaming cheater prevention system and method are described. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of the present invention. It is apparent to one skilled in the art, however, that the present invention may be practiced without these specific details or with an equivalent arrangement. In some instances, well-known structures and devices are shown in block diagram form in order to avoid unnecessarily obscuring the present invention. 
     Referring now to the drawings, wherein like reference numerals designate identical or corresponding parts throughout the several views, and more particularly to  FIG. 1  thereof, there is illustrated an online gaming cheater prevention system  100 , according to an embodiment of the present invention. 
     In  FIG. 1 , generally, the cheater prevention system  100  provides for centralization and sharing of a master file  117  of identified online gaming cheaters. The system  100  includes, for example, a cheating prevention Server Module, including one or more master servers  101  and master databases  107 , and a cheater prevention server program or software  111 . The system  100  further includes, for example, a cheating prevention Client Module, including one or more individual game servers  103 , a cheater prevention client program or software  113 , and a cheat detection program  115 . 
     The master server  101  communicates with the master database  107  for storing information about identified cheating players, for example, including Internet Protocol (IP) addresses of the cheating players, in-game names or handles of the cheating players, unique online gaming identifications (IDs, e.g., WonIDs used in several popular online games, etc.) of the cheating players, etc. The cheater prevention server program  111  running on the master server  101  handles the connection with the cheater prevention client programs  113  running on the game servers  103  and interacts with the master database  107 . The cheater prevention client program  113  and the cheat detection or anti-cheat program  115  reside on the individual game servers  103 . 
     The master database  107  receives instructions (e.g., database update instructions, database query instructions, etc.) from the cheater prevention server program  111 . The master database  107  also receives, via the cheater prevention server program  111 , new cheater entries or information  121  extracted by the cheater prevention client programs  113  from cheater log files  119  of cheaters detected on and/or banned from the game servers  103 . Accordingly, the master server  101  communicates with the master database  107  and the cheater prevention server program  111 . The game servers  103  provide online game connectivity for one or more online gaming clients  105 . 
     The software portion of the cheater prevention Client Module resides on the game servers  103  and includes the cheat detection and/or logging program  115  (e.g., HLGuard, CSGaurd, etc.) and the cheater prevention client program or software  113 . The cheater prevention client program  113  provides connectivity between the cheater prevention client program  113  of the Client Module and the cheater prevention server program  111  of the Server Module. 
     Accordingly, the devices and subsystems of the cheater prevention system  100  of  FIG. 1  can include, for example, any suitable servers, workstations, personal computers (PCs), laptop computers, PDAs, Internet appliances, set top boxes, modems, handheld devices, telephones, cellular telephones, wireless devices, other devices, etc., capable of performing the processes of the embodiments of the present invention. The devices and subsystems can communicate with each other using any suitable protocol and can be implemented using the computer system  500  of  FIG. 5 , for example. One or more interface mechanisms can be used in the system  100  including, for example, Internet access, telecommunications in any form (e.g., voice, modem, etc.), wireless communications media, etc. 
     Accordingly, communications network  123  connecting the master sever  101  with the game servers  103  and communications network  125  connection the game servers  103  with the online gaming clients  105  can include, for example, wireless communications networks, cellular communications networks, G3 communications networks, Public Switched Telephone Networks (PSTNs), Packet Data Networks (PDNs), the Internet, intranets, etc. In addition, the communications networks  123  and  125  can be the same or different networks, as will be appreciated by those skilled in the relevant art(s). 
     It is to be understood that the system  100  of  FIG. 1  is for exemplary purposes, as many variations of the specific hardware used to implement the embodiments of the present invention are possible, as will be appreciated by those skilled in the relevant art(s). For example, the functionality of the devices and the subsystems of the system  100  can be implemented via one or more programmed computer systems or devices. 
     To implement such variations as well as other variations, a single computer system (e.g., the computer system  500  of  FIG. 5 ) can be programmed to perform the special purpose functions of one or more of the devices and subsystems of the system  100 . On the other hand, two or more programmed computer systems or devices can be substituted for any one of the devices and subsystems of the system  100 . Accordingly, principles and advantages of distributed processing, such as redundancy, replication, etc., also can be implemented, as desired, to increase the robustness and performance of the system  100 , for example. 
       FIG. 2  is a flowchart depicting processes performed by an exemplary cheater detection program  115  running on the game servers  103  of  FIG. 1 . As the online game clients or players  105  connect to the game server  103 , the cheat detection/logging program  115  scans for the clients  105  using known or suspected cheats. Upon detection of a cheating client or player  105 , the relevant information about the cheater is logged to the cheater log file  119  by the cheat detection/logging software  115 . Accordingly, in  FIG. 2 , at step  201 , the cheater detection/logging program  115  gets detected cheater information and logs the cheater information to the log file  119 , at step  203 . Execution then returns to step  201 , completing the cheater information logging processing. 
       FIG. 3  is a flowchart depicting processes performed by an exemplary cheater prevention client program  113  running on the game servers  103  of  FIG. 1 . Generally, the cheater log file  119  is read and parsed by the cheater prevention client program  113 . Then, when the cheater prevention client program  113  is appropriately commanded or called, the cheater prevention client program  113  attempts to connect to the master server  101  to transmit the cheater information  121 . 
     Accordingly, in  FIG. 3 , at step  301 , the cheater prevention client program  113  is called and then connects to the master server  101 , at step  303 . Once a stable connection is established between the master server  101  and the game server  103 , at step  305 , the cheater prevention client program  113  waits for the cheater prevention server program  111  to perform an authentication process. The authentication process can be performed, for example, by the cheater prevention server program  111  comparing the IP address associated with the game server  103  running the cheater prevention client program  113  with a list of authorized game servers  103  and/or by checking a security password. This feature, however, is optional and no authentication can be performed, if desired. 
     If the authentication fails, the connection is closed, at step  307 . Otherwise, upon positive authentication or upon disabling of the authentication feature, the cheater prevention client program  113  waits for the cheater prevention server program  111  to verify software versions to ensure compatibility, at step  305 . If the version comparison fails, the connection can be terminated, at step  307 . 
     Otherwise, at step  309 , the cheater prevention client program  113  reads and parses the cheater log file  119  generated by the anti-cheat software  115  and transmits the cheater information  121  extracted from the log file  119  to the master server  101 . Then, at step  311 , the master server  101  then appends and stores the new cheater entries from the cheater information  121  into the master file  117  on the master database  107 . The cheater prevention client program  113  then receives the master file  117  of the cheaters identified by the various game servers  103  from the master server  101 . 
     The cheater prevention client program  113 , at step  311 , also stores the cheater information from the master file  117  into one or more files that can be read by online gaming software running on the game server  103 . Advantageously, the cheating players listed in the master file  117  are automatically banned by the online gaming software on the game server  103 . Then, at step  307 , the cheater prevention client program  113  closes the connection with the master server  101  and terminates execution, and returns to step  301  to wait for the next program call, completing the cheater prevention client process. 
       FIG. 4  is a flowchart depicting processes performed by an exemplary cheater prevention server program  111  running on the master server  101 . As noted above, the Server Module includes, for example, the master database  107 , including the master list  117  of cheaters, and the cheater prevention server program or software  111 . Accordingly, in  FIG. 4 , at step  401 , the cheater prevention server program  111  listens for or gets connection requests from the cheater prevention client programs  113  running on the game servers  103 . 
     When a connection is requested and after a connection is established, at step  403 , the cheater prevention server program  111  optionally performs the previously described authentication process, followed by the previously described version checking process, at step  405 , and closes the connection, at step  407 , if necessary. Otherwise, at step  409 , the cheater prevention server program  111  receives the cheater information  121 , parsed from the log file  119  by the cheater prevention client program  113 , from the cheater prevention client program  113 . Then, at step  411 , the cheater prevention server program  111  transmits the updated master file  117  to the cheater prevention client program  113 . The connection is then closed, at step  407 , and control returns to step  401  for further cheater information  121  processing, completing the cheater prevention server process. 
     An exemplary implementation of the present invention will now be described. The cheater prevention program (e.g., written in Perl, C++, etc.), including the Server and Client modules, allows the online game (e.g., Half-Life, Counter-strike, etc.) servers  103  to transmit the cheater information  121  regarding cheaters during online games to the master database  107  and automatically receive master files  117  of cheaters (e.g., banned cheaters) from participating game servers  103  from the master database  107 . The cheater prevention client program  113  automatically parses the anti-cheat program  115  (e.g., CSGuard, HLGuard, etc.) log files  119  of detected online game cheaters that are in a standard log format and transmits the cheater information  121  to the master server  101 , where the data is stored in the master file  117  on the master database  107  by the server module. Game server plugins  115  (e.g., CSGuard, HLGuard, etc.) perform the cheater detection on the individual game servers  103 . 
     The cheater prevention program  113  can be implemented, for example, as a standalone executable program. The cheater prevention client program  113  can work in conjunction with an automatic execution scheduling program (e.g., Cron, etc.) for scheduled execution operation. The client program  113  runs on an Operating System (OS) capable of running a dedicated game server  103 , such as a Half-Life Dedicated Server (HLDS), etc., and remote system access can be employed. In a preferred embodiment, the client program  113  is not configured as a server module or a plugin (e.g., an adminmod plugin, etc.) so that the client program  113  is not run via file transfer protocol (FTP), etc. However, the client program  113  can be configured as a server module or a plugin (e.g., an adminmod plugin, etc.) so that the client program  113  can run via FTP, etc., as will be appreciated by those skilled in the relevant art(s) 
     As noted above, the cheater prevention client program  113  works on systems that support online games (e.g., Half-Life with any of the various configurations, etc.). In the Windows environment, the master file  117  and the cheater log file  119  (e.g., a *.cfg file, etc.) paths employ forward slashes (“/”) rather than the standard Windows backslash (“\”). Accordingly, the path “c:\Windows\Desktop” would be written as “c:/Windows/Desktop.” 
     Although an infinite number of possible log formats can be employed, the cheater prevention client program  113  employs a standard log format. Accordingly, an end user of the online game server  103  can add a line to the configuration file of the anti-cheat detection program  115  (e.g., CSGuard, HLGuard, etc.) to appropriately format output for the cheater prevention client program  113 . For example, the standard log format can be given by:
         mm/dd/yyyy:cheatername:wonid:ip:cheattype       

     where mm/dd/yyyy is a timestamp in month, day, and year format, cheatername is an online handle or name used by a detected cheater, wonid is an online gaming identification (e.g., a WON identification) of the detected cheater, ip is an Internet Protocol (IP) address of the online gaming client  105  of the detected cheater, and cheattype is the type of online game cheat detected. 
     The data that is relevant to cheater prevention program  113 , for example, is included in a single string separated by colons. Advantageously, this simple yet effective format all but eliminates the chance for errors in parsing and conserves memory space and bandwidth. For most anti-cheat detection programs  115 , one line can be added to the configuration file. For example, in the case of the HLGuard anti-cheat detection program  115 , the following line is added to the configuration file (e.g., csgconfig.cfg):
         csg_action “b:found” “csg_writefile cstrike/cheaterlist.txt; csg_write\‘%d:%n:%w:%i:%y\’”       

     where cheaterlist.txt is the cheater log file  119  that the detected cheater information is stored in, %d:%n:%w:%i:%y is the standard format described above, and the remaining terms are commands specific to the HLGuard anti-cheat detection program  115 . 
     In the above example, the added command line is written as one line (e.g., not including any hard returns). In a similar manner, other types of anti-cheat detection programs  115  can be configured to support the Standard format. If the game server  103  is rented from a hosting company (e.g., Martnet, TheNetGamer, etc.), the hosting company can technically support the cheater prevention program  113  by providing any necessary system and program access and permit use of the program  113 . 
     In a preferred embodiment, only cheaters who are actually banned from a game server  103  are added to the master file  117 . Otherwise, minor offenders and questionable cheaters (e.g., cheaters detected by methods that are potentially faulty, such as aimbot detection, etc.) can get added to the master file  117 , leading to undesirable results. 
     The cheater prevention client program  113  can be installed by storing the executable program file scripts on the game server  103  where the anti-cheat program  115  cheater log files  119  are stored. This usually entails some sort of shell access to the game server  103 . As noted above, the configuration file (e.g., csgconfig.cfg) for the anti-cheat program  115  can be modified to support the Standard log format. In addition, in the case of the cheater prevention client program  113  being implemented via a Perl script, Perl script support can be installed on the game server  103 . 
     Accordingly, the above process includes extracting executable and other program files (e.g., filename.tar.gz) to a directory where the client program  113  is to reside. For example, this creates an installation instruction file (e.g., Readme.txt), an executable file, (e.g., client.pl) and a configuration file (e.g., config.cfg) for the cheater prevention client program  113 . 
     Advantageously, variables in the cheater prevention client program  113  configuration file can be edited for user customization. For example, the configuration file can include the following variables:
         allowupload=1;   allowdownload=1;       

     where these variables control what action the client program  113  performs when the client program  113  connects to the master server  101 . For example, the allowupload variable determines whether or not the client program  113  is to parse the cheater log file  119  and upload the cheater information  121  to the master server  101 . The allowdownload variable determines whether or not the client program  113  is to download the latest version of the master file  117  from the master server  101 . In both cases, for example, a setting of “1” enables the specified function. 
     The configuration file also can include the following variable:
         port=0;       

     where this variable control which port on the game server  103  is used by the client program  113 . For example, users behind a firewall can specify a port for the client program  113  to use via the port variable. If the port variable is set to zero, a random port can be employed. 
     The configuration file also can include the following variables:
         bannedfilepath=/path/to/csbl_banned.cfg;   cheaterlistpath=/path/to/cheaterlist.txt;       

     where these variables control which files the client program  113  uses for its operations. For example, the bannedfilepath variable is the full path to the file that the client program  113  writes to when it downloads a new master file  117  (e.g., csbl_banned.cfg) from the master server  101 . By default, this file is given a different name than the cheater log file  119  (e.g., banned.cfg), so that it will not overwrite the original cheater log file  119  of the anti-cheat detection program  115 . If another name is used, exec yourbannedfilename.cfg can be added to the config.cfg file of the game server  103 . The csbl_banned.cfg file gets overwritten every time a new master file  117  is downloaded from the master server  101 . The cheaterlistpath variable is the full path to the file cheaterlist.txt that contains the anti-cheat detection program  115  output cheater log file  119  in the Standard log format. 
     The configuration file also can include the following variable:
         verbose=0;       

     where this variable controls verbose logging. When turned on by being set to a value of 1, details of data transfers are logged for debugging purposes. 
     The configuration file also can include the following variable:
         password=nopass;       

     where this variable controls the client program  113  authentication on the master server  101 . When turned off by being set to a value of nopass, no authentication is performed by the master server  101 . Otherwise, the password variable can be set with a valid security password used by the master server  101  for authentication purposes. In this way, the client program  113  hosts with invalid security passwords will not be allowed to connect to the master server  101 . 
     The configuration file also can include the following variable:
         max_filesize=1500;       

     where this variable is employed for game servers  103  having an excessive number of banned player entries (e.g., banid) in a single *.cfg file, which can cause lag, slow game map changes and even crash the game server  103 . In one embodiment, the client program  113  automatically distributes the cheater entries to several different files. In this case, these files take the format of the csbl_banned.cfg file name followed by a number (e.g., csbl_banned1.cfg). The csbl_banned.cfg file executes each of such files in sequence. Accordingly, adding exec csbl_banned.cfg to the game server  103  server.cfg file is sufficient. The max_filesize variable controls the maximum number of cheater entries that can be placed in each of such files. Advantageously, if the game server  103  is experiencing lag or crash problems, the value assigned to this variable can be adjusted, as necessary. 
     As noted above, the configuration file (e.g., csgconfig.cfg for CSGuard, etc.) for the anti-cheat detection program  115  can be edited to create detected cheater log files  119  in the Standard format. Otherwise, the parser in the client program  113  may not work with other formats, including any default anti-cheat program  115  formats. However, the client program  113  can be configured to support formats used by the anti-cheat program  115 , as will be appreciated by those skilled in the relevant art(s). 
     In addition, since the client program  113  downloads the latest master file  117  to a specified file, a single line can be added to the configuration file (e.g., server.cfg, autoexec.cfg, etc.) of the game server  103 . For example, if the master file  117  is called csbl_banned.cfg (e.g., the default name), the following line can be added:
         exec csbl_banned.cfg       

     Otherwise, if the master file  117  is called something other than csbl_banned.cfg, the corresponding filename can be substituted for csbl_banned.cfg. 
     As noted above, for scheduled execution, a program (e.g., Cron) can be used to schedule the client program  113  (e.g., client.pl) to run automatically. For example, a Cron job to run the client program  113  can be scheduled. Although it does not really matter how often the client program  113  is run, running the client program  113  once daily is adequate for most game servers  103 . Advantageously, such a schedule will ensure that the master file  117  is updated daily and that new cheaters are logged every time the client program  113  runs. 
     For example, for scheduling the running of the client program  113  once daily, a crontab of the Cron program can be given by:
         # Run client program once daily @daily/path/to/client−os       

     where the real path to the client program  113  executable is used in place of path, and the actual name and version for the client program  113  is used in place of client. 
     Otherwise, manual operation or other programs can be employed to schedule the execution of the client program  113 . However, the client program  113  can be modified to perform automatically scheduled execution, as will be appreciated by those skilled in the relevant art(s). 
     Accordingly, the above and other features of the present invention include, for example, enabling or disabling of client program  113  authentication at the master server  101 ; optimized network communications; automatic generation of multiple sequential csbl_banned.cfg files to address potential game server lag and efficient program operation; printing of various client program  113  output to console, as an indication that the client program  113  is working properly; providing routines for terminating a connection to the master server  101  to reduce hangs; including a SO_KEEPALIVE variable so dead clients  113  get pushed out of the connection queue faster; providing a verbose logging configuration option; providing an executable for other systems (e.g., libc5 Linux systems, etc.); logging and printing of an error if a new version of the client program  113  exists; database queries that do no take place during the client/server interaction to speed program operation; user selection of a port for use by the client program  113 ; and use of a timeout value for the client program  113 , so connections to the master server  101  do not hang. 
     The system  100  can store information relating to various processes described herein. This information can be stored in one or more memories, such as a hard disk, optical disk, magneto-optical disk, RAM, etc., of the devices of system  100  One or more databases of the devices and subsystems of the system  100  of  FIG. 1  can store the information used to implement the embodiments of the present invention. The databases can be organized using data structures (e.g., records, tables, arrays, fields, graphs, trees, and/or lists) included in one or more memories, such as the memories listed above or any of the storage devices listed below in the discussion of  FIG. 5 , for example. 
     The previously described processes can include appropriate data structures for storing data collected and/or generated by the processes of the system  100  of  FIG. 1  in one or more databases thereof. Such data structures accordingly can include fields for storing such collected and/or generated data. In a database management system, data can be stored in one or more data containers, each container including records, and the data within each record can be organized into one or more fields. In relational database systems, the data containers can be referred to as tables, the records can be referred to as rows, and the fields can be referred to as columns. In object-oriented databases, the data containers can be referred to as object classes, the records can be referred to as objects, and the fields can be referred to as attributes. Other database architectures can be employed and use other terminology. Systems that implement the embodiments of the present invention are not limited to any particular type of data container or database architecture. 
     All or a portion of the system  100  (e.g., as described with respect to  FIGS. 1-4 ) can be conveniently implemented using one or more conventional general purpose computer systems, microprocessors, digital signal processors, micro-controllers, etc., programmed according to the teachings of the embodiments of the present invention (e.g., using the computer system of  FIG. 5 ), as will be appreciated by those skilled in the computer and software art(s). Appropriate software can be readily prepared by programmers of ordinary skill based on the teachings of the present disclosure, as will be appreciated by those skilled in the software art. Further, the system  100  can be implemented on the World Wide Web (e.g., using the computer system of  FIG. 5 ). In addition, the system  100  (e.g., as described with respect to  FIGS. 1-4 ) can be implemented by the preparation of application-specific integrated circuits or by interconnecting an appropriate network of conventional component circuits, as will be appreciated by those skilled in the electrical art(s). 
       FIG. 5  illustrates a computer system  500  upon which the embodiments of the present invention (e.g., the devices and subsystems of the system  100  of  FIG. 1 ) can be implemented. The embodiments of the present invention can be implemented on a single such computer system, or a collection of multiple such computer systems. The computer system  500  can include a bus  501  or other communication mechanism for communicating information, and a processor  503  coupled to the bus  501  for processing the information. The computer system  500  also can include a main memory  505 , such as a random access memory (RAM), other dynamic storage device (e.g., dynamic RAM (DRAM), static RAM (SRAM), synchronous. DRAM (SDRAM)), etc., coupled to the bus  501  for storing information and instructions to be executed by the processor  503 . 
     In addition, the main memory  505  also can be used for storing temporary variables or other intermediate information during the execution of instructions by the processor  503 . The computer system  500  further can include a ROM  507  or other static storage device (e.g., programmable ROM (PROM), erasable PROM (EPROM), electrically erasable PROM (EEPROM), etc.) coupled to the bus  501  for storing static information and instructions. 
     The computer system  500  also can include a disk controller  509  coupled to the bus  501  to control one or more storage devices for storing information and instructions, such as a magnetic hard disk  511 , and a removable media drive  513  (e.g., floppy disk drive, read-only compact disc drive, read/write compact disc drive, compact disc jukebox, tape drive, and removable magneto-optical drive). The storage devices can be added to the computer system  500  using an appropriate device interface (e.g., small computer system interface (SCSI), integrated device electronics (IDE), enhanced-IDE (E-IDE), direct memory access (DMA), or ultra-DMA). 
     The computer system  500  also can include special purpose logic devices  515 , such as application specific integrated circuits (ASICs), full custom chips, configurable logic devices (e.g., simple programmable logic devices (SPLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs), etc.), etc., for performing special processing functions, such as signal processing, image processing, speech processing, voice recognition, communications functions, etc. 
     The computer system  500  also can include a display controller  517  coupled to the bus  501  to control a display  519 , such as a cathode ray tube (CRT), liquid crystal display (LCD), active matrix display, plasma display, touch display, etc., for displaying or conveying information to a computer user. The computer system can include input devices, such as a keyboard  521  including alphanumeric and other keys and a pointing device  523 , for interacting with a computer user and providing information to the processor  503 . The pointing device  523  can include, for example, a mouse, a trackball, a pointing stick, etc., or voice recognition processor, etc., for communicating direction information and command selections to the processor  503  and for controlling cursor movement on the display  519 . In addition, a printer can provide printed listings of the data structures/information of the system shown in  FIG. 1 , or any other data stored and/or generated by the computer system  500 . 
     The computer system  500  can perform a portion or all of the processing steps of the invention in response to the processor  503  executing one or more sequences of one or more instructions contained in a memory, such as the main memory  505 . Such instructions can be read into the main memory  505  from another computer readable medium, such as the hard disk  511  or the removable media drive  513 . Execution of the arrangement of instructions contained in the main memory  505  causes the processor  503  to perform the process steps described herein. One or more processors in a multi-processing arrangement also can be employed to execute the sequences of instructions contained in the main memory  505 . In alternative embodiments, hard-wired circuitry can be used in place of or in combination with software instructions. Thus, embodiments are not limited to any specific combination of hardware circuitry and/or software. 
     Stored on any one or on a combination of computer readable media, the embodiments of the present invention can include software for controlling the computer system  500 , for driving a device or devices for implementing the invention, and for enabling the computer system  500  to interact with a human user (e.g., users of the system  100  of  FIG. 1 , etc.). Such software can include, but is not limited to, device drivers, firmware, operating systems, development tools, applications software, etc. Such computer readable media further can include the computer program product of an embodiment of the present invention for performing all or a portion (if processing is distributed) of the processing performed in implementing the invention. Computer code devices of the embodiments of the present invention can include any interpretable or executable code mechanism, including but not limited to scripts, interpretable programs, dynamic link libraries (DLLs), Java classes and applets, complete executable programs, Common Object Request Broker Architecture (CORBA) objects, etc. Moreover, parts of the processing of the embodiments of the present invention can be distributed for better performance, reliability, and/or cost. 
     The computer system  500  also can include a communication interface  525  coupled to the bus  501 . The communication interface  525  can provide a two-way data communication coupling to a network link  527  that is connected to, for example, a local area network (LAN)  529 , or to another communications network  533  (e.g. a wide area network (WAN), a global packet data communication network, such as the Internet, etc.). For example, the communication interface  525  can include a digital subscriber line (DSL) card or modem, an integrated services digital network (ISDN) card, a cable modem, a telephone modem, etc., to provide a data communication connection to a corresponding type of telephone line. As another example, the communication interface  525  can include a local area network (LAN) card (e.g., for Ethernet™, an Asynchronous Transfer Model (ATM) network, etc.), etc., to provide a data communication connection to a compatible LAN. Wireless links can also be implemented. In any such implementation, the communication interface  525  can send and receive electrical, electromagnetic, or optical signals that carry digital data streams representing various types of information. Further, the communication interface  525  can include peripheral interface devices, such as a Universal Serial Bus (USB) interface, a PCMCIA (Personal Computer Memory Card International Association) interface, etc. 
     The network link  527  typically can provide data communication through one or more networks to other data devices. For example, the network link  527  can provide a connection through the LAN  529  to a host computer  531 , which has connectivity to the network  533  or to data equipment operated by a service provider. The LAN  529  and the network  533  both can employ electrical, electromagnetic, or optical signals to convey information and instructions. The signals through the various networks and the signals on the network link  527  and through the communication interface  525 , which communicate digital data with computer system  500 , are exemplary forms of carrier waves bearing the information and instructions. 
     The computer system  500  can send messages and receive data, including program code, through the network  529  and/or  533 , the network link  527 , and the communication interface  525 . In the Internet example, a server can transmit requested code belonging to an application program for implementing an embodiment of the present invention through the network  533 , the LAN  529  and the communication interface  525 . The processor  503  can execute the transmitted code while being received and/or store the code in the storage devices  511  or  513 , or other non-volatile storage for later execution. In this manner, computer system  500  can obtain application code in the form of a carrier wave. With the system of  FIG. 5 , the embodiments of the present invention can be implemented on the Internet as a Web Server  500  performing one or more of the processes according to the embodiments of the present invention for one or more computers coupled to the web server  500  through the network  533  coupled to the network link  527 . 
     The term “computer readable medium” as used herein can refer to any medium that participates in providing instructions to the processor  503  for execution. Such a medium can take many forms, including but not limited to, non-volatile media, volatile media, transmission media, etc. Non-volatile media can include, for example, optical or magnetic disks, magneto-optical disks, etc., such as the hard disk  511  or the removable media drive  513 . Volatile media can include dynamic memory, etc., such as the main memory  505 . Transmission media can include coaxial cables, copper wire and fiber optics, including the wires that make up the bus  501 . Transmission media can also take the form of acoustic, optical, or electromagnetic waves, such as those generated during radio frequency (RF) and infrared (IR) data communications. 
     As stated above, the computer system  500  can include at least one computer readable medium or memory for holding instructions programmed according to the teachings of the invention and for containing data structures, tables, records, or other data described herein. Common forms of computer-readable media can include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, CDRW, DVD, any other optical medium, punch cards, paper tape, optical mark sheets, any other physical medium with patterns of holes or other optically recognizable indicia, a RAM, a PROM, and EPROM, a FLASH-EPROM, any other memory chip or cartridge, a carrier wave, or any other medium from which a computer can read. 
     Various forms of computer-readable media can be involved in providing instructions to a processor for execution. For example, the instructions for carrying out at least part of the embodiments of the present invention can initially be borne on a magnetic disk of a remote computer connected to either of the networks  529  and  533 . In such a scenario, the remote computer can load the instructions into main memory and send the instructions, for example, over a telephone line using a modem. A modem of a local computer system can receive the data on the telephone line and use an infrared transmitter to convert the data to an infrared signal and transmit the infrared signal to a portable computing device, such as a personal digital assistant (PDA), a laptop, an Internet appliance, etc. An infrared detector on the portable computing device can receive the information and instructions borne by the infrared signal and place the data on a bus. The bus can convey the data to main memory, from which a processor retrieves and executes the instructions. The instructions received by main memory can optionally be stored on storage device either before or after execution by processor. 
     Although the present invention is described in terms of applications in online gaming over a communications network  123  and/or  125 , such as the Internet, the present invention can be applied to online gaming over other communications networks, such as intranets, extranets, Local Area Networks (LANs), etc., as will be appreciated by those skilled in the relevant art(s). For example, the communications network  125  can be an intranet for hosting a LAN online gaming session. In this case, cheaters identified by the anti-cheat software  115  can be transmitted to the master server  101  via the cheater prevention client program  113  over the communications network  123 , including the Internet. 
     Although the present invention is described in terms of cheating prevention client and server programs separate from cheat detection and/or gaming server programs, the cheating prevention client and/or server programs can be implemented as modules included within the cheat detection and/or gaming server programs, as will be appreciated by those skilled in the relevant art(s). 
     While the present invention have been described in connection with a number of embodiments and implementations, the present invention is not so limited but rather covers various modifications and equivalent arrangements, which fall within the purview of the appended claims.