Earlier quoted context omitted.
Looking at someone cheating in a replay, it's pretty obvious the majority of the time. To me, this signals that this could be a problem that can be solved by a combination of analytics to filter out statisticaly outliers + AI. This is something Valve dabbled with before (and since) the boom in AI [0], dubbed as VACNET and VAC-LIVE. Kernel access becoming the norm is not something we should be cheering for imo.
I'm more sceptical about inference based detection methods because as they improve (using AI), so too will the cheater's ability to fake human movement. It will be trained on real humans and mimic how real humans play - just at the very high end of the range of skill and ability. Developers will be loathe to ban "good" players just because they're good.
I'm sure there's a reason why they don't, but I wonder why games don't try implementing honey pots, like rendering a fake player behind a wall and automatically banning if a player's crosshair snaps onto them, etc.