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Riot Games Approach to Anti-Cheat

engineering.riotgames.com

71–80 of 412 posts

Re: Riot Games Approach to Anti-Cheat

#71

I'd love to see a game where cheating and scripting is the primary means of gameplay. By default the game would present a very simple UI but players would be encouraged to write and share scripts enabling varying levels and types of functionality. As a game developer your job then would be to write interesting enough systems for players to exploit to come up with interesting gameplay. I can imagine a scenario where d…

Im not sure if this really fits, but you might enjoy Speedrunning. It can included a good portion of analysis of the game, including code analysis(if available), debugging, disassembling etc.

Re: Riot Games Approach to Anti-Cheat

#72
I wonder, given that nowadays access to vast amounts of computing power on demand is easy, if it would be effective to generate unique builds for each and every player. Just like they already do, but tailored for each downloader. Which would get tied to an account, and to a given fingerprint.

Re: Riot Games Approach to Anti-Cheat

#73
post #4

Great writeup, and nice that they mention telemetry only once and work more with obfuscation than the usual process scanning, document scanning, blacklisting and reporting all back to shady servers, etc. It's scary that one can easily get nasty anticheat software installed, even when playing only single player(!) games.

If you're talking about DRM like Denuvo, that's something else entirely.

Re: Riot Games Approach to Anti-Cheat

#74
post #35

>We don’t share the state of other players if it doesn’t need to be shared, so we can avoid common cheats like “map hacks” (revealing all players on the map). >We let the server’s game simulation make the authoritative game decisions and generally don’t trust the information received from the client, which helps prevent common cheats like “god mode” and “disconnect hacks,” barring any overlooked exploits. >Our networ…

The first point is actually something that game developers have failed to do in many cases. For example if they want client syncing to require transferring very little data, they may only send player inputs across the wire, meaning that each client needs to know everything, even if the final decision about game state is made by a server.

Yeah, the same many developers haven't escaped strings they inserted into SQL tables, leading to SQL injections. Does this mean if I don't do that I have a right to brag about it? If I wrote a post saying "look at me, I escape strings" the response here would be "cool story bro". This isn't any different.

Re: Riot Games Approach to Anti-Cheat

#75
post #50

Earlier quoted context omitted.

I'll go on the record that I downvoted because I'm so tired of the constant drone of comments suggesting self-sabotage as a would-be dark pattern. If someone actually put a lot of effort into developing the idea, that might be interesting, but I just don't feel like "What if you shoot yourself in the foot for the publicity?" by itself is a substantial comment. It's a fill-in-the-blanks theory so unlinked to any parti…

So you're not disputing that dark patterns are useful and effective, just that you don't like hearing them pointed out?

I don't know how you could possibly get that from "I'm so tired of the constant drone of comments suggesting self-sabotage as a would-be dark pattern." What I'm saying is that without a lot more development, there's nothing to suggest that this putative dark pattern actually exists. There is no reason to believe that self-sabotage is a beneficial act, but people constantly suggest it as one based on some magical thinking around "publicity." It has more in common with a conspiracy theory than anything else.

Re: Riot Games Approach to Anti-Cheat

#76
post #37

Earlier quoted context omitted.

Check out http://www.pwnadventure.com/ "Pwn Adventure 3: Pwnie Island is a limited-release, first-person, true open-world MMORPG set on a beautiful island where anything could happen. That's because this game is intentionally vulnerable to all kinds of silly hacks! Flying, endless cash, and more are all one client change or network proxy away. Are you ready for the mayhem?!" "Pwn Adventure 3 was originally during Shm…

Recently (last week or so), there has been a hacker in PUBG who is using a flying car. I had never seen this cheat before, EXCEPT in "LiveOverflow" 's YouTube videos of pwnadventure! https://www.youtube.com/watch?v=pzM4o6qxssk In this series he managed to get his player to be able to fly. I can't help but wonder if whoever that hacker is that developed the recent PUBG cheat, got his inspiration from pwnadventure and…

I had a cheat back in Halo 2 for Vista that could make the Warthog fly. A flying car in a game is really not new

Re: Riot Games Approach to Anti-Cheat

#77
post #37

I'd love to see a game where cheating and scripting is the primary means of gameplay. By default the game would present a very simple UI but players would be encouraged to write and share scripts enabling varying levels and types of functionality. As a game developer your job then would be to write interesting enough systems for players to exploit to come up with interesting gameplay. I can imagine a scenario where d…

Check out http://www.pwnadventure.com/ "Pwn Adventure 3: Pwnie Island is a limited-release, first-person, true open-world MMORPG set on a beautiful island where anything could happen. That's because this game is intentionally vulnerable to all kinds of silly hacks! Flying, endless cash, and more are all one client change or network proxy away. Are you ready for the mayhem?!" "Pwn Adventure 3 was originally during Shm…

I got this all setup the other day, but on OSX I only get a pure white screen unfortunately.

Here's a great playlist I found of it though: https://www.youtube.com/playlist?list=PLhixgUqwRTjzzBeFSHXrw...

Re: Riot Games Approach to Anti-Cheat

#78
post #28
post #3

This is a great technical breakdown of some modern high level approaches to common cheats. I think this the most transparent approach (even though the author admits leaving some detail out) to modern anti-cheat for massive multiplayer games. Good on riot for having an open dialogue about this. I don't think you'd ever see someone like Valve going a transparent route with something like this. (Not making a judgement o…

Is this really open dialogue? Correct me if I'm wrong, but basically all of the methods that they mentioned are pretty standard stuff. They had a few interesting twists on these ideas, but in general, things like source code encryption and shuffling memory locations seem pretty basic.

if you are familiar enough with the subject matter everything will seem basic.

Re: Riot Games Approach to Anti-Cheat

#79

I'd love to see a game where cheating and scripting is the primary means of gameplay. By default the game would present a very simple UI but players would be encouraged to write and share scripts enabling varying levels and types of functionality. As a game developer your job then would be to write interesting enough systems for players to exploit to come up with interesting gameplay. I can imagine a scenario where d…

Not quite the same thing, but there were a lot of cheat-only servers in counter-strike in the 2000s with anti-cheat turned off (it's optional if you run your own server). Since it was all cheats vs cheats, whoever had the best ones won. The game servers were often very scriptable and modded as well.

Those servers are still available in CSGO too. 3kliksphilip recently did a video[1] with someone who plays on one. Interesting insight into the kind of player who cheats.

[1] https://www.youtube.com/watch?v=gniSF1M9g_o&

Re: Riot Games Approach to Anti-Cheat

#80
post #4

Great writeup, and nice that they mention telemetry only once and work more with obfuscation than the usual process scanning, document scanning, blacklisting and reporting all back to shady servers, etc. It's scary that one can easily get nasty anticheat software installed, even when playing only single player(!) games.

If you're talking about DRM like Denuvo, that's something else entirely.

I'd say there are very reasonable parallels between DRM and on client anti-cheat technology.

I mean, at it's most base, both technologies are there to subvert the owners wishes. Arduous people like me find such subversion to be unethical.

Not that I don't see the practicality, mind.

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