!!please get in to anti-cheat engineering for multi-player networked games. the battle between game developers and funded cheat orgs is cold war-esque
Attempts at protecting a game client from reverse engineering are mostly a waste of time. These protections can be beaten faster than they can be developed. Once a hacker has reverse engineered your wire protocol and cryptography your game client is just one of potentially several.
Has probably changed a lot over the past decade or so, but the developers at the time were wasting their efforts on tightening their software clients rather than using AI, honeypots and other techniques on the server to detect and ban bots. I recall offering to work for a couple of the companies whose games I had developed cheats for, but they rejected me right away without even an interview.
One of the issues is: MMOs are often very repetitive. The actions of your real users are somwhat bot-like to begin with. This means bot developing isn't that difficult. Adding randomness to the behaviour of the bot can make it look like a regular player. I suspect there are some differences which some well trained neural networks might be able to classify, but you need to be really careful of false positives because anything which gets in the way of regular players enjoying the game will lose you customers.