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How anti-cheats catch cheaters using memory heuristics

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Re: How anti-cheats catch cheaters using memory heuristics

#61

Serious question for you gamers out there: Why would a person go to such great lengths to cheat at a video game? Is there a monetary incentive? Otherwise, it seems like a lot of effort just to increase one's standing on a leader board.

On top the reasons mentioned in the sibling comments, there is also a huge market for in game currencies, which bots make is infinitely easier to farm those currencies.

Re: How anti-cheats catch cheaters using memory heuristics

#62
post #48

Earlier quoted context omitted.

The more you say it's wrong, the more right it feels.

It’s petty justification for violation of the golden rule. Nothing deeper.

The golden rule doesn't apply, because none of the cheaters would complain that there are also other cheaters cheating.

Re: How anti-cheats catch cheaters using memory heuristics

#63

Serious question for you gamers out there: Why would a person go to such great lengths to cheat at a video game? Is there a monetary incentive? Otherwise, it seems like a lot of effort just to increase one's standing on a leader board.

I got into coding by writing hacks, cheats, and bots. It's one of the few ways to directly translate code into something that feels like a super power.

Re: How anti-cheats catch cheaters using memory heuristics

#64

Serious question for you gamers out there: Why would a person go to such great lengths to cheat at a video game? Is there a monetary incentive? Otherwise, it seems like a lot of effort just to increase one's standing on a leader board.

People make cheats for money, for online infamy, and for the challenge of it

People use cheats because it makes the game more enjoyable. In FPS, someone can shoot you before you have time to react. In RTS, someone can step out of the darkness with an army that traps yours at just the right moment. Cheats replace those unpleasant experiences with pleasant ones where you ambush the enemy and fight them with an advantage

Unfortunately cheating is a negative sum game. When both players cheat, it doesn't just even the odds once again, it makes the game you're playing significantly less enjoyable

Re: How anti-cheats catch cheaters using memory heuristics

#65
post #9

Earlier quoted context omitted.

I would think money plays a big role too. Back when Apex Legends exploded into the scene with the initial user base, selling a hack for 10 a pop would make a lot of money.

Is this legal? It's obviously against TOS, but I don't think breaking a TOS is illegal..

You could make a case that making a cheat is copyright infringement as Blizzard did [0] so yes, it can be illegal.

[0] https://torrentfreak.com/blizzard-sues-overwatch-cheat-maker...

Re: How anti-cheats catch cheaters using memory heuristics

#66

Earlier quoted context omitted.

Well sure, but the whole game itself is already executing whatever arbitrary code it wants.

The game is on disk, doesn't execute until I choose to, and only executes the code that is there, on disk, for me to see. Unless it has a front door like this built in, of course.

I get what you're driving at, but unfortunately with auto-updating game platform delivery systems like Steam, this is sort of the way the world works. I'm sure there are dozens of MMOs with the same arbitrary code execution.

Hell, if you're using any browser extensions in firefox/chrome, you're effectively open to the same vulnerabilities. (which did in fact happen, somebody's Chrome dev account was hacked and malicious code was injected into the extension which affected all end users).

Re: How anti-cheats catch cheaters using memory heuristics

#67

Serious question for you gamers out there: Why would a person go to such great lengths to cheat at a video game? Is there a monetary incentive? Otherwise, it seems like a lot of effort just to increase one's standing on a leader board.

People make cheats for money, for online infamy, and for the challenge of it People use cheats because it makes the game more enjoyable. In FPS, someone can shoot you before you have time to react. In RTS, someone can step out of the darkness with an army that traps yours at just the right moment. Cheats replace those unpleasant experiences with pleasant ones where you ambush the enemy and fight them with an advantag…

"People make cheats for money, for online infamy, and for the challenge of it"

In all seriousness, I think there's a non-trivial aspect to it where human psychology is misfiring in the modern era. Certain people, mostly younger, have a drive to show off to potential mates, some more so than others, and superficially, spending lots of time creating cheats like this looks like it's leading to social approval and standing. You get lots of "thanks" and "kudos". But in reality, you're getting nothing. It doesn't work. People are willing to use the output, but whether rational on some level or not, I don't think you are really getting social credit for it, and even to the extent you are, it's far too widely dispersed to be any good. (That is, it may not exactly be useless to convince a million people to think slightly good of you, but harvesting that for any benefit is really tricky, whereas conclusively convincing someone you are a good person can be beneficial in all sorts of ways and is the basis of any number of relationships.)

In grad school, I worked on an open source LCMS that spent a lot of time fighting people helping other students cheat on their homework. Instead of just solving their homework problem, the cheaters would solve the whole meta-problem (all the variants we might serve) and hand out the meta-solution. This requires a great deal more effort than just solving the individual problem alone. What was funny to me is... I don't think it actually got them anything. Nobody cares. They'll use your solution, but for all that work you get very little real social currency. The majority of your "customer base" is getting it from their friend, who got it from their friend, and the origin of the cheat isn't even known by probably the majority using it. Same sort of thing.

Unfortunately, this is effectively unsolvable. By the time you hypothetically educate one group that this isn't useful, next year's group is already here.

(Also, to be clear, I'm not saying this is all the reason, merely a less-explored one, and a sufficient one on its own to be a source of significant cheating.)

Re: How anti-cheats catch cheaters using memory heuristics

#68

Serious question for you gamers out there: Why would a person go to such great lengths to cheat at a video game? Is there a monetary incentive? Otherwise, it seems like a lot of effort just to increase one's standing on a leader board.

There are different kinds of cheaters. Some like the rush of doing something "naughty". Some want quick results. Some want prestige. Some want to explore and exploit the system itself rather than the game. Some want to gold farm. Some want to be like gods. Some want to automate the tedious parts. Some want to take down big mobs that can't be taken down any other way. I once wrote about 400k of Blech code for Macroque…

Some just want to enjoy the story-telling and skip the bs.

Re: How anti-cheats catch cheaters using memory heuristics

#69

Serious question for you gamers out there: Why would a person go to such great lengths to cheat at a video game? Is there a monetary incentive? Otherwise, it seems like a lot of effort just to increase one's standing on a leader board.

Sometimes the game's just too boring and making a bot for it is actually much more fun. I had this experience with some mobile games and their little daily tasks. I realized they were trying to instill a daily login habit in me so I wrote a small client that'd log in and do the tasks. I turned their predatory design into a fun little project. Ironically, due to the way the game was designed the behavior of the bot is indistinguishable from that of a sufficiently addicted player.

Re: How anti-cheats catch cheaters using memory heuristics

#70
post #9
post #4

Earlier quoted context omitted.

As someone who likes to cheat at single player video games, the cheating itself is a lot of fun (at least it was until I started doing reverse engineering professionally; now it just feels like work). My sense of the multiplayer cheating scene (which I never looked at closely) is that most of the cheaters use tools developed by others. So, it seems possible that the people doing the bulk of the work are motivated in…

I would think money plays a big role too. Back when Apex Legends exploded into the scene with the initial user base, selling a hack for 10 a pop would make a lot of money.

I recently met someone who claimed he had a three person company making cheats. Maybe one of them was solely marketing? The memory blurs. They were selling cheats as a subscription service and with different tiers unlocking more cheats. Earned a decent salary doing it.
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