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Are We Anti-Cheat Yet?

areweanticheatyet.com

131–140 of 197 posts

Re: Are We Anti-Cheat Yet?

#131
post #82

the best anti cheat that i have experience is vangaurd by riot games. I was running a python script in background for web crawling, left it on and guess what? my account got banned. the support says the vangaurd found a script running. i explained them patiently that it was a web crawling script , still no use.

How is that "best"? Seems pretty bad, if they dont reverse ban even after being informed of possible false positive. Having anticheat ban everyone doesnt make it good. What makes anticheat good is it banning cheaters while leaving honest players not.

Unless I'm misunderstanding, they're being ironic...

Re: Are We Anti-Cheat Yet?

#132

I think the real answer is to sidestep all of the direct, deterministic solutions in favor of statistical ones. I am not 100% certain of this, but I believe some there are some games, like EA's Battlefield series, that utilize a degree of statistical modeling to detect cheaters. We reliably use statistical process control to automatically calibrate incredibly precise, nanometric-scale machinery for purposes of semico…

You could probably detect 90% of cheaters in Rust by detecting people who press DEL during in game non textual interactions. It probably would also have a relatively low false positive rate. It is however easy to evade once known.

But I think collecting all that data and sparingly using it is the best approach. You could combine that with headshot rate, etc. and really narrow down relatively reliably.

Re: Are We Anti-Cheat Yet?

#133
post #47

PCIe DMA says "what anticheat?"

not easy to implement undetected https://pbs.twimg.com/media/GH3CPPHXwAAMR3i?format=png&name=...

Those idiots replicated the same firmware across all their modules. They are not the brightest bunch…or maybe they are but greed blinded them. Anyway, it blows my mind how people go to such extent to cheat in multiplayer games.

Re: Are We Anti-Cheat Yet?

#134
post #28

Earlier quoted context omitted.

The only feasible solution is to have high-level players compete in physical tournaments or at verified centers, where the authenticity of the player is replaced with some authority. At a high enough level, there is no way to distinguish a really good player from a cheater.

Disagree. But it's not really feasible to argue since you need to be on such high level in the first place to honestly engage in 'is this player chesting' conversation. And it's on case-by-case basis

Can you expand on the disagree?

I've watched professional games in SC, CS and DOTA for decades and I definitely agree that pros are indistinguishable from a good cheater (not a rage hacker).

One of the issues around this is cheating within pros too. People that are actually good at the game, but use cheats to get even further ahead. These players are already statistical anomalies and even from an experienced player's perspective, you can't tell if they have an amazing game sense (many really do) or he's wall hacking, as an example.

Re: Are We Anti-Cheat Yet?

#135

Earlier quoted context omitted.

I’m big into competitive Call of Duty. On that game (and any other shooter that uses a controller), the biggest undetectable cheat is auto recoil adjust. People call it a “chronus” for the same reason people call it Kleenex. You download profiles for the gun you're using and it basically does the recoil pattern in reverse, turning every gun into a laser beam. It’s undetectable because it modifies inputs from a legit…

I don't think it will work. Nothing can prohibit users from desolder the stick and putting a microprocessor with DAC in place of them. Actually, those kinds of mod is frequently performed by gamers, because lots of people wants to replace analogue potentiometer with hall-effect sensor with microprocessor, which provides much more durability compared to the Alps potentiometer stick. (and no one likes to play with a dr…

At the end of the day, as long as there is player input, cheaters always can simulate it/enchance it.

But the deeper your anticheat detection, the higher friction there is for cheater.

Having to get extra hardware/modify existing one is a huge leap in friction, and probably filters out an overwhelming majority of wannabe cheaters

Re: Are We Anti-Cheat Yet?

#136

One thing I don't understand and I would really appreciate if someone could explain this to me. Why do we need separate anti-cheat programs? Can't the operating systems simply have an option when creating a process that prevents all operations looking at the memory of the process (and maybe if such a process is about to be launched the user has to explicitly accept that by clicking a button)? Wouldn't that stop almos…

You would need hardware support to do this effectively. Telling a piece of software “no one is looking at your memory” as the OS doesn’t take into account rootkits and hypervisors.

Re: Are We Anti-Cheat Yet?

#137

Earlier quoted context omitted.

I'm not talking about developer tools - cheats that come with the game, available in single player (and multiplayer if the host allows it). But a lot of games do also have accessible to everyone replays that show every order given by every player, so catching a cheater that acted on information not available to them (because for instance they had buddies in other team(s)) isn't particularly hard, especially in tourna…

> isn't particularly hard At scale it’s incredibly hard. Impossibly hard even. So hard no one has successfully solved it! Ever! But what you’re describing is Valve’s Overwatch system for Counter-Strike. It’s a key component of the anti-cheat ecosystem. But cheating is still rampant in CS and one of the biggest complaints.

Unfortunately the Overwatch system has been disabled for years, and we currently have no reason to think it will be reopened for CS2.

I take this opportunity to share this great talk about Valve's usage of deep learning to fight cheating in CS:GO: https://www.youtube.com/watch?v=kTiP0zKF9bc

Re: Are We Anti-Cheat Yet?

#138
IMO anti-cheats at this point are more of a PR tool than actual cheat prevention systems. Look at Vanguard: they marketed Valorant specifically focused on the anti-cheat to draw players away from CS:GO where many in the community think cheaters are rampant.

The only difference is that maybe you have a few less rage hackers that get caught by it, but anyone that really wants to cheat will still be able to, it's just a lot harder for players to see. All they care about is the public perception. If it looks like it has less cheaters, it's good enough for them.

The cost? You basically install malware from a Chinese company in you computer...

Re: Are We Anti-Cheat Yet?

#139

Earlier quoted context omitted.

[dead]

And how's that gonna help you when cheaters can use an HDMI grabber and USB HID emulation? Lol

I imagine that having to buy special hardware means fewer people will do it, the types of dongles used for this are likely detectable in some way by kernel-level anticheat, and computer vision based cheats probably work better when you can inject contrasting color textures into the game.

I don’t think any system will stop someone truly dedicated, but the general idea is that each thing that adds a little more friction to cheating makes it less likely that the average player will encounter a cheater.

Re: Are We Anti-Cheat Yet?

#140
post #95

Earlier quoted context omitted.

As someone working in AAA game development, I come across comments like these often, and they never fail to get under my skin. It’s like watching that infamous "Two idiots, one keyboard" scene from CSI—full of confidence, but completely detached from reality. I don’t mean to sound harsh, but it’s tough to tackle this kind of misconception because it’s stated with such certainty that others, who also might not know an…

>It’s just the best trade-off (for all parties, especially gamers) I fail to see how pimping out my PC to code that no one can verify is a good deal. The takeaway is, have a separate hardware to play games on and don't let it touch anything private? I agree with the rest of the comment though.

> The takeaway is, have a separate hardware to play games on and don't let it touch anything private?

thats a good takeaway.

Dualbooting windows with itself would be ideal, game windows and personal/business windows.

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