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Riot Games Approach to Anti-Cheat

engineering.riotgames.com

181–190 of 412 posts

Re: Riot Games Approach to Anti-Cheat

#181
post #99

Use blockchain. It is a very simplified comment, but behind that you can expand the topic to include many advantage a blockchain can provide during multiplayer games. EDIT: yes it is a very unpopular topic, but deep down many of you who are developers, know that blockchain can solve many of these issues with cheater.dll

[deleted]

Re: Riot Games Approach to Anti-Cheat

#183

Earlier quoted context omitted.

How exactly would blockchain do anything that a regular database couldn't do in this instance?

sharing the altered code. If you share the code and its invalid it can be traced back to your account. Which you can only create if you are part of that chain as a registered user. That fingerprint changes as soon as someone tries to use their account and tries to validate against the chain. It does not stop the cheater, but it stops it from spreading the cheat and it is easy to identify the cheater.

NO. Again, a blockchain is not doing anything of value there that cannot be done easier and simpler with traditional methods.

Re: Riot Games Approach to Anti-Cheat

#184

Earlier quoted context omitted.

Hah. Are you me? That is what I always call the cat and mouse of cheat / anti cheat. (An Ouroboros) :-D

I've just read your comment above and then quoted you without the proper credit ;) Liked the naming.

Ahh, well thanks :)

Re: Riot Games Approach to Anti-Cheat

#185

This talks about common techniques for protecting Windows binaries but what about their Mac client? Are similar techniques also applicable to Mac?

I don't know much about OS X except that they use the Mach-O executable format (unlike PE in the article), but I know that the ELF format as used on Linux and many other unixes is similar in that it also has a section where the code resides, so they can encrypt only that part. And inserting checks into the code is also portable of course.

It would have been interesting if they had talked about different platforms, but alas, it's quite a superficial article...

Re: Riot Games Approach to Anti-Cheat

#186
post #103

Earlier quoted context omitted.

> open-sourcing anti-cheat libraries (that won't be defeated by knowing the details). This doesn't make any sense. Anti cheat rely on the fact that it's not known. There is no such a thing as open source in the anti cheat world. It's all very secret for a good reason.

I'd curious to know what strategies make secrecy a necessity. I come from a WebDev background and open-source libraries are almost always always secure and safer then your own (due to the sheer amount of developers and ingenuity working on one repo). Admittedly, game development is a different beast and has to deal with far more client-code so I'm admitting my ignorance here.

The attackers are literally already able to run arbitrary code on the same machine, which is normally game over from a security perspective. Your secure webdev libraries also break under the same constraints.

Re: Riot Games Approach to Anti-Cheat

#187
post #180

So I'm not seeing anything particularly novel here. In fact, I think most AAA titles do most if not all of these things today. It really just boils down to understanding your title's threat model and mitigating the threats. I think the article missed an opportunity to talk about false positive rates, the workflow for users to get unbanned due to false positives (usually a very nasty process), performance, platform su…

> usually a very nasty process especially with how opaque the whole flagging is. I understand why they do it and a game environment is not a democracy or a court of law, but it's hard to defend yourself when you do not have access to the evidences.

Videogame cheat developer here (although, not for the game mentioned in the article) -- The mentality of game companies is if the 'evidence' of the anti-cheat flag is made accessible to users, cheat devs will use the same evidence to overcome the existing detections in place.

The oft-used 'arms race' analogy for this would be like sending blueprints of your newly-fabricated weapons to the adversary.

Re: Riot Games Approach to Anti-Cheat

#188

Earlier quoted context omitted.

A sandbox can be a virtual machine, for all practical purposes indistinguishable from any "normal" computers ordinary players use. Of course this will lead to the never ending Ouroboros of more sophisticated detectors and more sophisticated virtualization, ad infinitum. I've heard there are cheats that use hypervisors to stand above the operating systems and avoid kernel-level anti-cheats. I wouldn't be too surprised…

I never claimed that this would be perfect. All security, especially the kind we're talking about here and the kind mentioned in the fine article is about the relative effort that the developer and cheater has to do to create the obsfucation and work around it, respectively. Making debugging harder doesn't make debugging impossible, it makes it more difficult and take more time. Adding random cheat checks on every re…

I really want to believe all this effort better be spent into fixing cheating. Either by tweaking game mechanics so cheating provides no meaningful gain (and just gets boring) or by tweaking other participating nodes (servers or other clients) into not accepting situations that should be impossible.

I don't know anything about LoL, though.

Re: Riot Games Approach to Anti-Cheat

#189

The game is 100% online. Could you have a piece of the networking protocol where the server sends little snippets of executable code over the network during the game that read some specific locations in memory, do some processing, and send the results back to the server in the next packet? You could do things like check the starting address and length of loaded dlls, or take the hash of some random span of machine co…

What you describe is very similar to "Warden", Blizzard's anti-cheat system. I'm not sure how up to date this article is but it talks about how it works and approaches to working around it https://hackmag.com/uncategorized/deceiving-blizzard-warden/

Re: Riot Games Approach to Anti-Cheat

#190
post #99

Use blockchain. It is a very simplified comment, but behind that you can expand the topic to include many advantage a blockchain can provide during multiplayer games. EDIT: yes it is a very unpopular topic, but deep down many of you who are developers, know that blockchain can solve many of these issues with cheater.dll

Reason for downvote: you seem to have no clue about blockchain or cheater.dll whatsoever.
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