Technical field
[0001] The present invention pertains to a system and method for evaluation of fraud behaviour
in games with bets including valuables online between at least two parties, through
comparing player actions during a game state with the corresponding actions of a norm
player agent for said state, said agent being trained in norm playing tactics for
a specific game type by analyzing earlier stored games of said type through at least
one neural network.
Background art
[0002] The tradition of gambling goes way back in history. In parts of central Europe, North
America and Asia the casino culture has now grown to involve whole cities for this
purpose only. People are drawn to these havens of gambling both for the prospect of
making fast and "easy" money and for the sake of experiencing the unique settings
and culture brought with them. However, time, mobility and money are often required
in order to get access to such gambling places. For people coming from far away, a
journey to, for instance Las Vegas could be quite an expensive affair. As a fact,
few gambling enthusiasts have the possibility to practice their hobby as often as
they would wish.
[0003] These drawbacks associated with casino gambling have probably been a major factor
for the growing popularity of different online Internet casinos that has been popping
up at an increasing rate during the last decade. With the help of an Internet connected
computer, enthusiasts can now gamble directly from within the confinement of their
homes. In this way expenses are cut, the gambling mainly incorporating gambling losses
and possible casino charges, and the loss of time and money due to travel and planning
activities are completely eliminated.
[0004] Most gambling on Internet casinos are performed man against the casino, for example
as with gambling on digital slot machines, digital roulette, black jack etc. and thus
involve only one party having limited means of cheating the digital machine. Other
games involving gambling and betting between two or more parties online, such as card
games, e.g. poker, are much more susceptible to cheat and fraud behaviour. The possibility
of cheating at poker is different if the game is performed around a physical table
or virtually online. At Internet poker, it is for example almost impossible to predict
or influence the cards to be dealt, which is possible in real casinos through the
use of marked decks of cards, bribes and spying. Internet poker on the other hand
enables entirely new ways of cheating, since neither casino nor opponents have direct
insight in the activities of the player. It is also, for example, almost impossible
to determine a conspiracy in a card game between physically remote participants.
[0005] Online poker on Internet casinos are currently frequently used for dubious activities
such as money laundry, which of course is neither in the interest of the casino administrators
not wanting to sanction criminal behaviour nor in the interest of honest gamblers
suffering perhaps both from the pleasure of gambling being spoilt and monetary from
this phenomenon. Furthermore, since Internet casinos manage peoples money on local
accounts they assume the role as credit institution. This involves being liable to
repay should it be found that deposited money was stolen. Hence such misdirected use
of online poker could eventually, if allowed to continue unchallenged, provide an
end to Internet card gambling as such.
[0006] Dumping, for example, is a kind of money laundry where stolen money is gambled away
through online poker and "laundered" earnings from poker wins are collected. In principle
the fraud involves that stolen money, e.g. from credit cards, are transferred to an
account on an Internet casino. The thief or dumper then deliberately looses to another
account. This receiver account is owned and played by the thief himself or by a partner
in crime, the so-called receiver. A special kind of dumping incorporating avoiding
the loss from table fees takes on a very characteristic pattern, where the first betting
round consists of one or more bets/raises followed by all participants except the
receiver folding.
[0007] Dumping in Internet poker is also sometimes used by a player as a method for managing
multiple own accounts and it can also be utilized as a tool for settling debts between
associates.
[0008] Collusion is another type of fraudulent behaviour and involves that gamblers use
the greater opportunities for undetected co-operation, which is enabled through Internet
casinos in comparison to real casinos. Two or more players at a poker table are able
to exchange information about their hands of cards without their honest opponents
being aware of this. Such information could be used for determining the worth of a
hand of cards and to help raising the bets to high levels.
[0009] Both types of fraud mentioned above ruins honest players' fair chances of winning
and their enjoyment of the game, and furthermore, as mentioned above, they involve
a monetary risk for the casinos.
[0010] Known systems for detection of fraud behaviour have been founded on analysing player
data required for internet casino gambling, such as personal and contact data, which
after being registered by the player is checked for validity by the casino. The correctness
of this data together with the credit and transaction history of a player has then
been weighed together with the average of win/loss per hand to form a partly functional
model for the fraud character.
[0011] A problem with this system is that it is built on observations on a number of fraudster
attributes, which in their design are both partial and static. A system built on a
momentary image of the dumping character involves the risk that future fraudsters
will act different to a degree not fitting within the profile of the system.
[0012] Therefore a more objective and time independent solution for detecting fraudsters
is required, where more emphasis is put on analyzing players decisions and tactics
during a game whilst the surrounding player data is of lesser importance in the analysis.
Summary of the disclosed invention
[0013] The present invention relates to a system and a method for evaluation of fraud behaviour
in games with bets including valuables between at least two parties online an Internet
casino. A virtual norm player model or agent is established for a certain type of
game by analyzing the actions or moves performed by players at given game states in
a multitude of previously played games of the same type, and the agent is utilized
in the system for comparing player actions at given states during a game with the
corresponding actions according to the norm player agent as derived empirically for
these states. The resulting difference for each action is added and normalised over
all actions in the game to form a basis for evaluating and classifying the behaviour
of the players graphically as normal or conventional or fraudulent depending on the
degree of divergence from preset threshold values for norm play according to the agent,
after the game has been completed.
[0014] One object of the invention is to provide such a system and method, enabling an automatic
evaluation and visualization of fraud behaviour in online gambling including bets,
which is easily comprehensible by an observer.
[0015] To achieve aims and objectives the present invention provides a system for evaluation
of possible fraud behavior in games with bets including valuables. The system comprises:
a polling means, for fetching a plurality of input attributes for a specific state
in a game between at least two players, the state demanding a decision from the players,
and storing the attributes and decisions taken in a play array for each player;
a predetermined agent array having attributes closest to represent the specific state
for each player and a conventional decision taken for the specific state for each
player;
a map array, the map array having a set of possible agent arrays for specific state
arrays as attributes, subdividing the set in at least two subsets;
each subset determining a class for the play arrays at least one subset classifying
a play array as conventional behavior and at least one subset classifying a play array
as fraud behavior;
a comparator, for determining a difference between the play array and the agent array
for each player, the difference being mapped on the map array and being positioned
within one subset; and
each player decision being classified in a subset during play, determining an individual
player pattern over said subsets, said pattern comprising every decision taken by
said individual player, and determining said player as fraud if the corresponding
pattern fits to a predetermined pattern of fraud behavior within said map array.
[0016] In one embodiment of the present invention, the game is an online poker card game.
[0017] Another embodiment of the invention defines that the input attributes comprise at
least one of card data, betting round, position from dealer and earlier player moves.
[0018] Yet another embodiment of the invention defines that the map array is a pre-trained
SOFM (Self Organized Feature Map) prepared with regions for classifying the behavior
of said player, wherein at least one region corresponds to said agent array.
[0019] In a further embodiment of the invention, the agent array is periodically updated,
through the polling means, with the most recently finished games fitting within the
frame of normal behavior for an iterative training of the agent array in norm playing
tactics.
[0020] A further embodiment of the invention defines that the map array is displayed on
a digital screen with said regions visualized discrete.
[0021] In an alternative embodiment of the invention, the agent array comprises at least
one neural network trained on multiple previously played games through error back
propagation.
[0022] An additional embodiment of the invention defines that a first, a second and a third
mutually separate and structurally identical neural network of the kind fully connected,
feed forward, multilayer perceptron is used for said agent array, each outputting
a respective signal response corresponding to a degree of probability for fold, check/call
and bet/raise respectively for a given state in the game, wherein the strongest signal
of the three determines the move of the array for said state.
[0023] In yet a further embodiment of the invention, the difference for each game action
is added and normalised over all actions in the game to form a basis for evaluating
and classifying the behaviour of the players as normal or fraudulent depending on
the degree of divergence from preset threshold values for norm play according to said
agent array.
[0024] A still further embodiment of the invention defines that at least one of a number
of further game attributes including at least economic net, number of played hands
and number of highly divergent hands are considered in the evaluation.
[0025] Furthermore the present invention sets forth a method for evaluation of possible
fraud behavior in network games with bets including valuables. It comprises the steps
of:
fetching a plurality of input attributes for a specific state in a game between at
least two players, said state demanding a decision from said players, and storing
said attributes and decisions taken in a play array for each player;
providing a predetermined agent array having attributes closest to represent said
specific state for each player and a conventional decision taken for said specific
state for each player;
providing a map array, said map array having a set of possible agent arrays for specific
state arrays as attributes, subdividing said set in at least to subsets;
each subset determining a class for said play arrays at least one subset classifying
a play array as conventional behavior and at least one subset classifying a play array
as fraud behavior;
determining a difference between said play array and said agent array for each player,
the difference being mapped on the map array and being positioned within one subset;
and
each player decision being classified in a subset during play, determining an individual
player pattern over said subsets, said pattern comprising every decision taken by
said individual player, and determining said player as fraud if the corresponding
pattern fits to a predetermined pattern of fraud behavior within said map array.
[0026] The method of the present invention is able to perform method steps of the above
network embodiments in accordance with attached method sub-claims.
Brief description of the drawings
[0027] Henceforth reference is had to the attached figures for a better understanding of
the present invention and its examples and embodiments, wherein:
Fig. 1 schematically depicts the distribution and names of the cards in a game of Texas
Hold'em between two players;
Fig. 2 schematically illustrates a player agent or model with separated state information,
according to a preferred embodiment of the present invention.
Fig. 3 schematically illustrates a player agent or model with amalgamated state information.
Fig. 4 schematically illustrates a Self Organized Feature Map (SOFM) having predefined regions
corresponding to normal and abnormal behaviour for player hands in a game of poker;
Fig. 5, according to one embodiment of the invention, illustrates a deployment of a system
for evaluation of fraud behaviour in online games with bets between at least two parties.
Fig. 6 depicts a flowchart of system events for evaluation of fraud behaviour in online
games with bets between at least two parties, according to one embodiment of the invention.
Wordlist
[0028] A neural network is a modeling technique based on the observed behavior of biological
neurons and is used to mimic the performance of a system. In the context of this application
it consists of a set of neurons, whose weights start out initialized with random values,
and which, based upon operational feedback, are iteratively adjusted towards the values
required to generate the required results. Multi Layer Perceptrons and Self Organizing
Feature Maps are two different types of neural networks used in the present invention.
[0029] SOFM (Self Organized Feature Map) is a kind of neural network capable of grouping
and visualizing large quantities of data covering 3 or more dimensions simultaneously
over a 2D surface. A SOFM is usually utilized for dividing a set of data into separate
classes and to describe how these classes relate to each other. In the solution according
to the present invention, a SOFM is instead utilized to force new data into an existing
class and to describe graphically how well the new data vector fits in the class.
[0030] A perceptron model is built on an amount of in signals which, together with a weight
for each in signal, are added together and transformed to an out signal through a
transition function, for example through a formula such as:

where

is a vector with in signals x0... xn,

is a vector with weights w0... wn, and
y is the out signal from a perceptron computed through the function f(x).
Tables
[0031]
Table 1. according to the invention, schematically illustrates a card state representation
for a deck of 52 cards having 104 values (1 or 0) in a game of Texas Hold'em.
Table 2, according to one embodiment of the invention, shows a card state vector for two closed
cards in a poker game of Texas Hold'em.
Table 3 shows a card state vector for 5 open cards in a Texas Hold'em game, according to
one embodiment of the invention.
Table 4 schematically illustrates a player state representation for a game of Texas Hold'em
according to the invention.
Table 5 shows a first betting round in a game of poker between two people, also called heads
up.
Detailed description of preferred embodiments
[0032] The present invention sets forth a system and a method for evaluation of possible
fraud behavior in online games, such as internet poker games and the like card games,
between at least two parties with bets including valuables.
[0033] To solve the problem of providing a functional system for evaluating fraud behavior
in online games, a means for assessing the probability or normality of the actions
or moves performed by a player during a game is needed. For a machine, such as a computer
or computerized system, to be able to accomplish this, a model for probable or normal
poker play is required, preferably in a piece of software, hardware components or
a combination thereof. For a given state in a hand of poker the model should assess
the probability of each possible move. By comparing the estimate of the model with
the actual moves performed by a player it is possible to quantify the degree of normality
of the player's tactics. The factor of divergence obtained through such an analysis
of played hands serves as a strong indicator of the honesty of the player in further
analysis.
[0034] A neural network model based on a single layer of perceptrons is only able to approximate
simple functions and to classify linearly separable sets of data. Higher complexity
approximation requires that the out signals from a row of perceptrons are forwarded
as in signals to further rows of perceptrons. Such a neural network model, called
a Multi Layer Perceptron model, can be extended to comprise an arbitrary number of
layers with the capacity to approximate arbitrary functions. Classification of problems
which are not linearly separable also becomes possible with this model type.
[0035] In a preferred embodiment of the present invention, a player agent or agent array
for probable poker play, and specifically for a certain type of poker game called
Texas Hold'em, is built based on database stored data of a multitude, perhaps as much
as millions, of previously played hands of that game type. This enables building a
player agent or agent array describing a norm player. The States and corresponding
poker moves of the stored games are extracted or polled from the database, for empirical
neural network training of a set of multilayer perceptrons. Each state is trained
versus a known target value for each individual set of multilayer perceptrons, according
to the well known supervised learning technique.
[0036] The player agent or agent array can alternatively be directed at describing the optimal
player, which theoretically is accomplished through neural network training based
on rewards instead of on previously played games, for example by utilizing the well
known TD (λ)-algorithm for reinforcement learning. The objective of the player agent
trained through reinforcement learning can be directed towards maximizing the profit
amount in a game, since most players are usually interested in winning large sums
of money. Alternatively the training could be directed at maximizing the frequency
of wins.
[0037] The training is preferably performed utilizing a variant of an algorithm, well known
for this purpose, called error backpropagation, but other the like algorithms for
training multilayer perceptrons can be used just as well. Backpropagation employs
the just as well known delta rule connected in series from the last layer to the first.
The delta rule enables training a perceptron to produce a certain out signal responding
to a set of in signals and thus the perceptron functions as a classifier.
[0038] A non-linear transition function, such as the logistic sigmoid function,

is, in the preferred embodiment of the present invention, utilized for enhancing
the neural networks approximation ability. The logistic sigmoid function, which is
continuous, has an out domain which is limited between 0 and 1 and is well suited
for use in both hidden, i.e. in-between layers, and out signal layers.
[0039] Since the type of poker game called Texas Hold'em currently is one of the most popular
poker variants, also on the internet casinos. This specific online card game type,
which is played between at least two parties with bets including valuables, is the
one referred to below in the evaluation of possible fraud behavior. However, other
types of online card games, for example such as "seven card stud", are just as well
suited for evaluation of possible fraud behavior with the solution according to the
invention.
[0040] The poker game of Texas Hold'em is played with a regular deck of 52 cards. One player
is appointed dealer, whose job it is to deal closed cards to the other players, and
to place open cards on the table. The cards are dealt clockwise beginning with the
player directly to the left of the dealer. The task of being dealer is also shifted
to the player sitting directly to the left of the current dealer when the current
hand has been played. The game commences by the dealer dealing two cards each to every
participant player. These two cards are called "the pocket cards" and shall be kept
secret for the opponents. From these cards each player, in turn beginning with the
player to the left of the dealer, can bet according to defined betting rules. After
the first round of betting is completed, three open cards are dealt to the table.
These three cards are called "the flop" and can be used in combination with each of
the players pocket cards to form a hand of poker. A second betting round then follows,
where the players have the opportunity to use the information that became available
through "the flop". A fourth open card, "the turn", is thereafter dealt and put on
the table followed by yet a betting round. Finally the fifth and last open card, "the
river", is dealt to the table and the betting can be completed in a fourth betting
round. The distribution and names of the cards are schematically shown in Fig. 1.
[0041] When all the cards have been dealt, all the remaining players, in clockwise order,
can choose to either show their poker combination or to admit defeat. The best combination
wins the game. The combinations, beginning with the worst, are High Card, Pair, Two
Pairs, Three of a Kind, Straight, Flush, Full House, Four of a Kind, Straight Flush
and Royal Straight Flush.
[0042] Every move or action performed in a game of poker is based on the information or
data available to the player at the time of the move. All such information or data
put together constitutes the game state prior to each move. The game state in, for
example a game of Texas Hold'em, is constituted of the player's closed and open cards,
betting round, position from dealer, the player's previous moves and the opponents
previous moves. The player agent or model shall generate an estimation and move based
on the unique game state for every given moment in the card game. A state vector,
which is unique for the given game state, is therefore established describing all
the relevant details of the game process leading up to that particular moment.
[0043] In the preferred embodiment, a state representation for a Texas Hold'em player agent
is divided into two logic sections. The first section describes the card state and
consists of 2 * 52 flag values (1 or 0), which represent the closed cards of the player,
so called pocket cards, and the open table cards, so called community cards. Since
the number of cards available per player is constant irrespective of the number of
players, the card state vector always consists of 104 elements and can, according
to one embodiment of the invention, have an appearance as shown in table 1 below.
[0044] The two closed cards: 2 of hearts and 5 of spades are described through a state vector
according to table 2 below.
[0045] The state vector for the open cards is designed in the same way, for example as shown
in table 3 below for the open cards: 4 of diamonds, 8 of clubs, ace of hearts, 3 of
spades and ace of clubs.
[0046] The second state section, i.e. the player state, describes data on player position,
betting round and previous bets. The number of player positions and the size of the
bets are dependent on the number of players. Thereby the size of the second state
vector varies with the number of players. The player state representation, where P
is the number of players, then, in one embodiment of the invention, can have an appearance
as shown in table 4 below.
[0047] An example of how this state looks like for the first betting round in a game of
poker between two people, also called heads up, is shown in table 5 below. The player
is dealer and responds to the opponent calling his/her cards.
[0048] The player agent or agent array comprising neural networks, trained as described
above, respond to game states with signals corresponding to the norm player's tendency
to choose fold, check/call or bet/raise. For game states, which were included in the
training sets of the neural networks, the out signal is an approximation of the average
of the corresponding target values in the training sets. The thus achieved generalizing
capabilities of the neural networks are utilized for other states to provide target
values that correspond to similar states in the training sets.
[0049] Fig. 2 schematically illustrates a player agent or agent array according to the preferred
embodiment of the invention, comprising three neural networks, i.e. three structurally
identical three layer perceptrons, one for each of respective game move fold, check/call
and bet/raise, and is thus trained to respond with one of the respective moves corresponding
to the move of a norm player for a given state in a Texas Hold'em game for example.
The strongest out signal determines which move will be executed by the player agent
or model for the given game state. In order to accomplish this, the three multilayer
perceptrons rank the different moves based on a complete state vector or state array
comprising amalgamated card state data and player state data.
[0050] Fig. 3 schematically illustrates a player agent or agent array, according to another
embodiment of the invention, where the state underlying a move has been separated
into two parts. The card state describes the player's own cards and the cards that
are available on the table. The player state comprises game size or number of game
participants, table position and the moves and bets made by the player and by the
opponents. Through this distribution the state assessment can be distributed onto
several multi layer perceptrons. In this embodiment of state representation of the
player agent, a multilayer perceptron ranks the card state and the ranking is sent
onwards to three further multilayer perceptrons. These three multilayer perceptrons
rank fold, check/call and bet/raise respectively from the card ranking and the player
state. Since the desired rank values for the individual states are unknown during
training, this state representation is only useful when combined with reinforcement
learning.
[0051] A separate neural network based player agent or agent array has to be trained for
every sought after game type, size, i.e. number of participating players in a game,
and betting structure, e.g. limit, pot limit, no limit etc, since both the appearance
of the strategies and the dimension and composition of the state vectors or state
arrays are dependent on these variables.
[0052] Instead of multilayer perceptrons, other mechanisms for value approximation, such
as tile coding, can alternatively be used in the player agents or agent arrays. A
heuristic model, based on manually specified rules could theoretically also serve
as an alternative to neural network based models, given that proper rules describing
the norm player could be formalized.
[0053] When analyzing poker hands of potential dumpers/receivers, the player moves or actions
are compared with the moves suggested by the player agent, for example the three neural
networks trained for the specific type of poker game. In cases when player moves differ
from the moves of the agent, a scalar deviation is calculated as the difference between
the out signals corresponding to the agent- and the player moves. The deviations,
accumulated over all the moves of a hand and normalized over the number of moves,
then represents a quantization of the probability of the player's strategy, where
a small deviation means that the hand is normal and vice versa.
[0054] A few divergent hands do not necessarily imply dumping or receiving. For a better
precision in the analysis, one embodiment of the invention comprises that the average
of the difference of several hands is combined with other factors such as difference
distribution, e.g. a few highly divergent hands or constantly divergent, cash flow
analysis and how many opponents there are, their distribution and divergence.
[0055] The results from such analysis's or comparisons are, in the preferred embodiment
of the invention, graphically visualized through a pre-trained map array such as,
for example a SOFM. The map array or SOFM for this purpose has a graphical surface
where every point on the surface corresponds to an attribute vector. The size of the
attribute vector corresponds to the dimensionality of the data set to be projected
thereon. A pattern from the set of data is matched against the attribute vectors of
the map array or SOFM one by one. The attribute vector, which according to a set dimension
represents the closest match pattern-wise, represents the position of that pattern
in the map array or SOFM. Thus the map array or SOFM achieves the function of a classifier
of analyzed players, i.e. their card hands, into different clusters or regions corresponding
to, for example, normal or conventional and abnormal behaviour for player hands in
a game of poker.
Traditionally, the training of a SOFM is accomplished by computing, for each pattern
in a training set, the corresponding position in the SOFM and iteratively making the
attribute vectors in the area around the position more similar to the pattern. In
order for the training algorithm to be applied to specific problems, measurements
for similarity and regional neighborhood must be specified. For the training of the
map array or SOFM utilized in the preferred embodiment, Euclidean distance is used
as a measurement of the similarity between patterns and attribute vectors and Gauss
functions are utilized for updating the attribute vectors in each region. The training
sets of the map array or SOFM according to the invention are constituted of manually
selected sets of player hands, where both players of normal and "criminal" behavior
of different types are represented. The surface of the map array or SOFM is thus prepared
with regions or clusters of vectors each corresponding to players with different attributes
as exemplified in Fig. 4, in which a player with, for example abnormal play and a
big loss, is positioned in one region or cluster, whereas a player with normal play
and a medium win is placed in another region or cluster.
[0056] Fig. 5, in a block diagram, illustrates one embodiment of a deployed system 100 according
to the invention, utilizing an agent array such as, for example software with a neural
network pre-trained player agent or model according to the preferred embodiment described
above, and a map array, for example software with a neural network pre-trained SOFM
model according to the preferred embodiment described above, for detecting and visualizing
fraud behavior in online gambling with bets, including valuables.
[0057] Online gamblers are connected through a PC to an Internet gambling site, to play
a game of, for example, Texas Hold'em against one another for money or other valuables,
through betting. Each player preferably logs onto the game through his/her individual
player account, containing certain personal data required of the player in a registration
procedure before gambling is allowed on the site. The individual data are preferably
checked by game administrators for authenticity and against possible earlier records
of misconduct, before allowing/stopping the player participating in an online game
with bets. The individual player data as well as the data of the poker hands played
through such a registered account are stored in a poker database 130. The poker hand
data for each participating player comprises at least card state data, player state
data and data on decisions taken for each state of the played hand arranged in a play
array, which is individual for each player. Thereby each played hand of poker can
be re-created and connected to individual player accounts for analysis of possible
fraud behavior.
[0058] Such an analysis is in the preferred embodiment of the invention performed in one
step. In an alternative embodiment it is performed in two steps.
[0059] The first analysis step comprises that a polling or fetching means in the analysis
server 140 fetches the data or play array of a previously played hand of, for example,
Texas Hold'em from database 130 storage for re-creating the game through the agent
array or player agent via system comprised software. The player agent or agent array
preferably being pre-trained according to the steps described above for said game
type and size. The moves or actions of the agent array or player agent for the thus
re-run game are then for each game state, through means for comparing, compared with
those of the play array, comprising the actual moves or actions taken by the players
at each game state, and a resulting scalar difference is, through a computing means,
computed for each action or move. The deviance average and distribution of all moves
in the hand is computed for each player and is mapped pattern-wise fitting within
prepared regions on the map array, for example such as a SOFM, preferably according
to the steps described above, wherein at least one region defines fraud behavior and
at least one region normal behavior. The analysis is then stored in the analysis database
150.
[0060] The map array, for example the SOFM according to the embodiment shown in Fig. 4,
as discussed above, thus receives the function as classifier of data as being able
to classify players into the surface region of the map array or SOFM having the attribute
data vector pattern most resembling the pattern of the data set originating from the
above described comparison/analysis of an actually played hand with that of the agent
array or player agent.
[0061] The map array or SOFM, according to one embodiment of the invention, distinguishes
the fraudsters from the honest players graphically, for example digitally on the screen
of a digital display, and is also able to visualize possible relations between players,
such as the relationship between a dumper and a receiver. The game administrators
are thus able to visually detect accounts, i.e. players, showing obvious fraud behavior
in an online game of, for example Texas Hold'em, through their computed positions
in the map array and are hence able to take appropriate measures against these for
avoiding such as dumping/receiving and collusion behavior.
[0062] Step two of the analysis comprises that the result of step one also is combined with
other data such as cash flow data, opponent data and any previously logged analysis
results of each player fetched from database 150 through the polling means in the
analysis server 140 for a more finely tuned computing of the position in the map array,
according to the steps described above, for each player.
[0063] Human administrators can at any time inspect the results of the continuously ongoing
analysis of individual players. By connecting a client instance 120, such as a web
browser on a PC, to the application server 110, a network connection between the application
server and its clients allows for the interactive inspection of analyzed players through
a graphic rendering of the SOFM with the analyzed players plotted on the surface at
their computed positions, as illustrated in Fig. 4.
[0064] Fig. 6, according to another embodiment of the invention, through a flowchart schematically
shows system events for a continuous evaluation of fraud behaviour in an online game
of Texas Hold'em with bets between at least two parties, according to one embodiment
of the invention. The poker database is, through system comprised software, queried
for a newly played hand 210. If a new hand is not found, the system "sleeps" 290 or
rests for set time period and thereafter queries the database once again, otherwise,
the new hand found is, via a polling means, fetched from the database 220. The game
is then reconstructed with corresponding agent arrays or player agents 230 and the
game state is advanced 240. If there are player actions left, a state vector or state
array is constructed for the current player 250. The player agent is then exposed
to the state vector and the probability of fold, check/call and bet/raise actions
or moves is computed 260. The scalar difference between the action preferred by the
agent or model and the actual move taken is computed 270 through a comparator and
the game model is updated with the actual move taken 280. The game state is again
advanced 240. If there are no player actions left, the game is finished and the deviance
average and distribution is computed for each player 300, through system comprised
computing means. The cash flow and relations between participating players are computed
310 through said means and the accumulated values are combined with previously logged
analysis of each player 320 and the positions in the map array, for example SOFM,
are computed through said computing means for each player 330. The analysis is finally
stored in an analysis database.
[0065] In accordance with the above teaching, the present invention comprises that a polling
means fetches a plurality of input attributes for a specific state in a game between
at least two players, wherein the state demands a decision from the players. The attributes
and decisions taken are stored in a play array for each player. A predetermined agent
array is arranged with attributes closest to represent the specific state for each
player and a conventional decision taken for the specific state for each player. A
map array is prearranged with a set of possible agent arrays for specific state arrays
as attributes, subdividing the set in at least two subsets. Each subset determines
a class for the play arrays and at least one subset classifies a play array as conventional
behavior and at least one subset classifies a play array as fraud behavior. A comparator
determines a difference between the play array and the agent array for each player
and the difference is mapped on the map array positioned within one subset. Each player
decision is classified in a subset during play, determining an individual player pattern
over said subsets. The pattern comprises every decision taken by said individual player
and determines said player as fraud if the corresponding pattern fits to a predetermined
pattern of fraud behavior within the map array.
[0066] The input attributes can comprise at least one of card data, betting round, position
from dealer and earlier player moves.
[0067] The map array, for example such as a pre-trained SOFM, can be prepared with regions
for classifying the behavior of said player. At least one region can then correspond
to the agent array.
[0068] The agent array can comprise at least one neural network trained on multiple previously
played games through error back propagation.
[0069] Through the polling means, the agent array can be iteratively trained in norm playing
tactics through utilizing training sets with the most recently analyzed games fitting
within the frame of normal behavior in the map array or SOFM, thus accomplishing a
periodic updating and fine-tuning of the norm playing tactics of the agent array.
[0070] A digital screen can preferably be used for displaying the map array with the regions
and players visualized discrete. Alternatively the regions of the map array is visualized
on another media, such as paper or the like printout media.
[0071] A first, a second and a third mutually separate and structurally identical neural
network of the kind fully connected, feed forward, multilayer perceptron can be used
for said agent array, each outputting a respective signal response corresponding to
a degree of probability for fold, check/call and bet/raise respectively for a given
state in the game, wherein the strongest signal of the three determines the move of
the array for the state.
[0072] The difference for each game action can be added and normalised over all actions
in the game to form a basis for evaluating and classifying the behaviour of the players
as normal or fraudulent depending on the degree of divergence from preset threshold
values for norm play according to the agent array.
[0073] At least one of a number of further game attributes including at least economic net,
number of played hands and number of highly divergent hands can be considered in the
evaluation or analysis.
[0074] Means mentioned in the present description can be software means, hardware means
or a combination of both.
[0075] The present invention has been described with non-limiting examples and embodiments.
It is the attached set of claims that describe all possible embodiments for a person
skilled in the art.

1. A system for evaluation of possible fraud behavior in online games with bets including
valuables, said system comprising:
a polling means, for fetching a plurality of input attributes for a specific state
in a game between at least two players, said state demanding a decision from said
players, and storing said attributes and decisions taken in a play array for each
player;
a predetermined agent array having attributes closest to represent said specific state
for each player and a conventional decision taken for said specific state for each
player;
a map array, said map array having a set of possible agent arrays for specific state
arrays as attributes, subdividing said set in at least two subsets;
each subset determining a class for said play arrays at least one subset classifying
a play array as conventional behavior and at least one subset classifying a play array
as fraud behavior;
a comparator, for determining a difference between said play array and said agent
array for each player, the difference being mapped on the map array and being positioned
within one subset; and
each player decision being classified in a subset during play, determining an individual
player pattern over said subsets, said pattern comprising every decision taken by
said individual player, and determining said player as fraud if the corresponding
pattern fits to a predetermined pattern of fraud behavior within said map array.
2. A system according to claim 1, wherein said game is an online poker card game.
3. A system according to one of claims 1-2, wherein said input attributes comprise at
least one of card data, betting round, betting rate and position from dealer.
4. A system according to one of claims 1-3, wherein said map array is a pre-trained SOFM
(Self Organized Feature Map) prepared with regions for classifying separate behavior
of said player, wherein at least one region corresponds to said agent array.
5. A system according to claim 4, wherein said map array is displayed on a digital screen
with said regions visualized discrete.
6. A system according to one of claims 1-5, wherein the agent array, through periodic
polling via the polling means, is trained with the most recently finished games fitting
within the frame of normal behavior for an iterative norm play tuning of the agent
array.
7. A system according to one of claims 1-6, wherein the agent array comprises at least
one neural network trained on multiple previously played games through error back
propagation.
8. A system according to one of claims 1-7, wherein a first, a second and a third mutually
separate and structurally identical neural network of the kind fully connected, feed
forward, multilayer perceptron is used for said agent array, each outputting a respective
signal response corresponding to a degree of probability for the moves fold, check/call
and bet/raise respectively for a given state in the game, wherein the strongest signal
of the three determines the move of the agent array for said state.
9. A system according to one of claims 1-8, wherein a difference for each game action
is added and normalised over all actions in the game to form a basis for evaluating
and classifying the behaviour of the players as normal or fraudulent depending on
the degree of divergence from preset threshold values for norm play according to said
agent array.
10. A system according to one of claims 1-9, wherein at least one of a number of further
game attributes including at least economic net, number of played hands and numbers
of highly divergent hands are considered in the evaluation.
11. A method for evaluation of possible fraud behavior in online games with bets including
valuables, comprising:
fetching a plurality of input attributes for a specific state in a game between at
least two players, said state demanding a decision from said players, and storing
said attributes and decisions taken in a play array for each player;
providing a predetermined agent array having attributes closest to represent said
specific state for each player and a conventional decision taken for said specific
state for each player;
providing a map array, said map array having a set of possible agent arrays for specific
state arrays as attributes, subdividing said set in at least two subsets;
each subset determining a class for said play arrays at least one subset classifying
a play array as conventional behavior and at least one subset classifying a play array
as fraud behavior;
determining a difference between said play array and said agent array for each player,
the difference being mapped on the map array and being positioned within one subset;
and
each player decision being classified in a subset during play, determining an individual
player pattern over said subsets, said pattern comprising every decision taken by
said individual player, and determining said player as fraud if the corresponding
pattern fits to a predetermined pattern of fraud behavior within said map array.
12. A method according to claim 11, wherein said game is an online poker card game.
13. A method according to one of claims 11-12, wherein said input attributes comprise
at least one of card data, betting round, betting rate and position from dealer.
14. A method according to one of claims 11-13, wherein said map array is a pre-trained
SOFM (Self Organized Feature Map) prepared with regions for classifying separate behavior
of said player, wherein at least one region corresponds to said agent array.
15. A method according to claim 14, wherein said map array is displayed on a digital screen
with said regions visualized discrete.
16. A method according to one of claims 11-15, wherein the agent array, through periodic
polling via the polling means, is trained with the most recently finished games fitting
within the frame of normal behavior for an iterative norm play tuning of the agent
array.
17. A method according to one of claims 11-16, wherein the agent array comprises at least
one neural network trained on multiple previously played games through error back
propagation.
18. A method according to one of claims 11-17, wherein first, a second and a third mutually
separate and structurally identical neural network of the kind fully connected, feed
forward, multilayer perceptron is used for said agent array, each outputting a respective
signal response corresponding to a degree of probability for the moves fold, check/call
and bet/raise respectively for a given state in the game, wherein the strongest signal
of the three determines the move of the agent array for said state.
19. A method according to one of claims 11-18, wherein a difference for each game action
is added and normalised over all actions in the game to form a basis for evaluating
and classifying the behaviour of the players as normal or fraudulent depending on
the degree of divergence from preset threshold values for norm play according to said
agent array.
20. A method according to one of claims 11-19, wherein at least one of a number of further
game attributes including at least economic net, number of played hands and numbers
of highly divergent hands are considered in the evaluation.