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Riot Games Approach to Anti-Cheat

engineering.riotgames.com

371–380 of 412 posts

Re: Riot Games Approach to Anti-Cheat

#371
post #368

Earlier quoted context omitted.

What would be a better option?

GOG is doing just fine, including AAA titles as Witcher3. It's the only place I buy games from.

GOG is run by a subsidiary of the developer of the Witcher games (CD Projekt), so that may not be the best example to make this point.

Re: Riot Games Approach to Anti-Cheat

#372
Message to EA: don’t try to be clever. Make simple query based bans, after the fact. Sift through the event tables and make trivial questions like if A killed B with a weapon that is not possible to use on the map - then he cheated. Check for ridiculous (not just suspicious) activity.

The cheaters that ruin games aren’t the ones that make players better such as discrete wallhacks. It’s the trolls that are immortal and flying. They blatantly cheat just for the response to their trolling, and they empty a server in a matter of minutes. But just because they are so very blatantly cheating, they should be quite simple to detect in logs too. If someone has 200 kills with an ammo box in a 5 minute round that’s enough to say it’s definitely a cheat. Yet these people do it over and over with NO obvious response to reports. Focus on THIS type of cheating (which is trolling, not gaining an advantage). Only after that look at more subtle cheating.

Re: Riot Games Approach to Anti-Cheat

#373

I have mixed feelings about anti-cheat, especially in the last few years. A lot of them are getting rather intrusive. Take Player Unknown's Battlegrounds for instance, which uses BattlEye. It actually injects a kernel mode driver into Windows that spies on whatever else your system is doing and exfiltrates unknown data in the name of "guaranteeing a fair game experience." I didn't even realize that this is what it wa…

> You have to disable all VMware services or PUBG will kick you randomly for using "unauthorized applications." If any game dis this to me, I would be having a refund, through credit-card charge-back if necessary. Unless of course it is made obvious up-front that the game will not work with certain common legitimate software, in which case I'd have not paid for it in the first place and would play something else inst…

Be careful, if you do a chargeback on Steam or similar platforms you will be banned.

Re: Riot Games Approach to Anti-Cheat

#374
post #371
post #368

Earlier quoted context omitted.

GOG is doing just fine, including AAA titles as Witcher3. It's the only place I buy games from.

GOG is run by a subsidiary of the developer of the Witcher games (CD Projekt), so that may not be the best example to make this point.

Why? They have other games too, by definition drm free: what's awesome if you use wine.

Re: Riot Games Approach to Anti-Cheat

#375

I have mixed feelings about anti-cheat, especially in the last few years. A lot of them are getting rather intrusive. Take Player Unknown's Battlegrounds for instance, which uses BattlEye. It actually injects a kernel mode driver into Windows that spies on whatever else your system is doing and exfiltrates unknown data in the name of "guaranteeing a fair game experience." I didn't even realize that this is what it wa…

Also since games are owned by Companies there is literally nothing you can do for all the decisions they take. You just have to get on with it.

You may also avoid such games and demand fair labeling of such titles by platforms like stream.

Re: Riot Games Approach to Anti-Cheat

#376

Earlier quoted context omitted.

Blockchain is all I work on and you seem to not understand my suggestion. cheater.dll needs to be loaded in memory along with the game. Correct, right? If the original build of the game has already generated an encryption key that is stored on a server or a distributed ledger using your account, then tampering with the origonal build in memory will result in generating and invalod key thus changing the ledger or the…

How would it invalidate the build? How would the server find out the build was tampered with? Why would my hacked game add anything to a blockchain? I've followed blockchain tech closely since '13 and your comment makes no sense.

apparently not close enough.

Re: Riot Games Approach to Anti-Cheat

#377

Earlier quoted context omitted.

If you can identify a physical person with a unique identifier, it is PII according to GDPR, I believe.

You can apply a one way function to an IP to obtain an ID and then maintain a database of bad IDs. For example you could compute this ID by the SHA256(IP + secret salt). Since way one function don't allow you to recover the IP, the ID is not PII. If you detect an IP which has bad ID the connecting ban that IP from the game. I think this respect the GDPR, you don't maintain a list of IPs or any other PII.

I seriously doubt you'll be able to cheat the courts with silly tricks like this. SHA256 isn't any different from ROT13 here.

Re: Riot Games Approach to Anti-Cheat

#379
post #89

Unfortunately, their latest anti-cheat measures broke the ability to play on Wine. Guess no LoL for me anymore.

I think the number of people playing LoL in wine could be stored in a uint8_t.

It's a lot more than that, actually. Not millions or anything, though.

Re: Riot Games Approach to Anti-Cheat

#380
post #337

Earlier quoted context omitted.

However, I prefer Supreme Commander/Total Annihilation-like games over the twitchfests like Starcraft. We've made our client so dumb, even Fog of War is cheatproof. How do we enforce not seeing something? The data for those entities isn't sent. In fact, this is exactly the same thing as making an entity disappear. The entity's tag and movement info aren't sent, and so it's diffed out of the set of visible entities.

Same thing already done in spiritual successor for Supreme Commander/Total Annihilation called Planetary Annihilation. Basically there is authoritative server that work exactly that way. Only downside of this is that when you have few thousand units on screen game will use abysmal about of bandwidth like 8Mbps for each client. So when there is 10 players in-game server-side must have these 80Mbps. Oh and it's also us…

Interesting. My bandwidth use is on the high side, but I have certain advantages. For one thing, there will never be more than 70 units on the screen, and all of the locally simulated objects are deterministic. I'm also planning a replay/debugging system based on the mechanism.
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