There must be some statistical method or honeypot method to reliably detect cheaters. Like present the players with a bot who's purpose is to be un-hitt-able unless the player is cheating. I don't know, there has to be a way. Cheaters are disease in online gaming. I know that sensible people won't want to sacrifice their anonymity to provide ID to play a video game but if it is in the competitive scene and they are playing for money, surely it isn't a stretch to ask for ID and thus ultimate accountability.
$5-500 monthly payments just to bypass a decent anti-cheat...Cheaters must reflash their BIOS, wipe their PCs, reinstall Windows, and create a new account to play again...every few weeks
This is fun? If it's eSports for $$ I understand the incentive, otherwise pretending to be good, all the while likely having not a twinge of irony hit you as you 'git gud the opposition... It's a mindset I don't understand.
> It's a mindset I don't understand.
one of the scenarios is the person that is not looking on the enjoyment of "winning", but instead diving on the "trolling" realms of ruining the fun of others.
its irrelevant if he gets a ban because when he hears someone getting mad at him or sad, he gets a boner.
the mentality of "trying to punch people that cant defend themselves" is the description that i give of these to people that dont play video games. (because most wouldn't cheat without the anonymity)
I'd also consider that, for these people, getting away with the cheating _is the game_ for them. What they're cheating at might be less important.
This is in the same vein as trolling and griefing: Some people give up at the first difficulty. Others will see it as a challenge and get a thrill out of overcoming it. The more challenging it becomes, the more invested they get.
I think a lot of people are simply delusional. "My teams are holding me back, I only turn it on when they're throwing the game" or "I have the game sense of a masters player, I just don't have time to practice execution / grind rank". Boosting account ranks is the same deal, and it's a big industry.
Oh absolutely, used to see it in LoL, people would complain about their teammates holding them back and really deserving to be two leagues higher.. all I could say was that if you watched better players you'd see that the game they are playing and the game we are playing are only superficially similar, and that if you were playing on that level it'd be obvious (cause you'd be winning). Don't think it ever penetrated though.
Everyone's the good guy in their own mind.
Sadly from my anecdotal observations it seems all too often that people do in fact realize their teammates are cheating, whether it's queued randoms or a group of friends where one guy is cheating and the rest are "clean" but benefitting from out of game info over voice comms. But then they refuse to do anything about it. I imagine it's because they get the high of an easy win without the guilt or shame of using "real" cheats since they're not the ones who paid for / installed them.
I mean this is bog standard human behavior.
"Jon is a drug dealer, but his money still spends"
"Tom is insider trading, but I'm not since I don't actually 'know' that"
etc, etc
I just don't understand the mentality. Sure, I can see how it can be fun to make an aimbot, and I can see how playing with it for a little while might be fun--or more accurately funny. But I just don't understand why you would routinely sit down with an aimbot. Why not just watch someone else play at that point?
I forget where I read this, but somehow, some people have the "brain stimuli award" associated with the "winning" aspect even when they are using cheats. So winning is winning.
I'm still having hard time believing in this, but I haven't found better explanation for cheaters.
For a single player game, that might be a good explanation.
For a multiplayer game, though, it's not hard at all to see what's happening. If a cheater cheats and gets away with it, then they rationally should expect to receive social reputational credit, which I want to believe is something that instinctively makes most of us feel good, us being social creatures.
Makes sense! Thanks for the necessary addition.
I should have mentioned the social aspect of the winning.
Interestingly, I didn't even think about the single player game...
>I just don't understand the mentality. Sure, I can see how it can be fun to make an aimbot, and I can see how playing with it for a little while might be fun--or more accurately funny. But I just don't understand why you would routinely sit down with an aimbot. Why not just watch someone else play at that point?
Vindication. The average cheat buyer is someone who gets beat down in the game, and feels personally slighted. This is also why avoiding detection is more important than just worrying about bans. The whole point of modern cheating is to be subtle enough to pass yourself off as a top player, with all the social/financial perks that entails, not to run around in god mode griefing people.
this is why solos are better, you can’t blame your teammates.
handcam anticheat when?
kernel anticheat is necessary but not sufficient.
Cheating in solo games is more fun than you realize. I only cheat in offline games for the most part, its fun to see how badly I can break a game.
solos doesn't solve cheating, but it removes the team dynamics and social meta games that team modes bring. like wondering whether your teammates are cheating, or failing to compete because you can't find a good team.
obviously cheating is cool. we all love to code, to build, and to hack. there should be a place to cheat, even in pvp games.
there should be a league with open cheating. cheaters need a place to game too!
there should be a league with moderate anticheat, like what you see in games today. it kind of works, and stops all but the most motivated cheaters.
there should be a league where cheating is impossible. where one doesn't have to doubt, ever, whether they died to a cheater or a god. this is where kernel level anticheat is not enough, and solos only should be required.
cheating is about validating inputs and outputs. valid screen displaying into human eyes. valid output out of human hands to mouse and keyboard.
if we take a step back, this is very achievable. it's not like doping in the olympics, we don't need bloodwork. we just need a little more information than we get from anticheats today.
I'm pretty sure the person you are replying to is talking about single player games.
> I only cheat in offline games for the most part
We can only cross our fingers and hope that the rise of unblockable cheats annihilates the market for the subgenre of competitive online games that team you up with randos and/or pit you against randos. What a cesspit.
Agreed. To be more precise: I think the solution is small, community-run servers. This allows large, consistent groups of players to play together regularly with a much higher percentage of admins who can handle cheaters manually.
I also maintain that human judgement, can still catch things anti-cheat software is yet incapable of. Example: it doesn't matter how well hidden your aimbot is, I still notice cheaters when their accuracy is wildly out of proportion with their strategic understanding of the game.
It also seems similar to mastodon communities. Get too toxic and your server is so isolated you can’t bother people. Get too sensitive, and you block so many servers you can’t interact with anyone. Of course you could just have a server that’s for your little group(intentionally isolated) and that’s fine too.
> To be more precise: I think the solution is small, community-run servers.
That was the normal way to do things. Essentially all modern games go out of their way to prevent you from doing this.
Yep, and that's what I stick to today. I just worry how much longer until the remaining games that support this die out...
I play fortnite and marvel rivals with my family. We have lots of fun. I think this genre of game is fantastic if you play with people you know on voice comms. "Solo queuing" in these types of games is not fun for me at all, so I get what you are saying, but they are popular for a reason!
All things considered, the younger generations would likely consider this to be, excuse the language, a "boomer take".
Disregarding that the most popular game genres today are exactly the things you are saying need to be annihilated is wild to even consider. Some (well most) people enjoy it, some (less) people don't.
It's going to become cloud only
I have created an AI bot that plays by itself on Xbox cloud gaming using a custom browser and a virtual joystick emulating an Xbox controller. Cloud gaming isn’t safe either :)
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Please edit swipes out of comments. It's fine to state why you disagree with or dislike a post, but please keep within the HN guidelines, particularly to be kind and to avoid snark. https://news.ycombinator.com/newsguidelines.html
it read to me like the introduction to the main post, except minus the actual main post part
The title of the article is "why you didn’t notice your teammate was cheating"
Then you have the answer here:
> Cheats have escaped the host PC
> [...]
> Colorbots are quite hard to detect. You can essentially just plug in a capture card to your PC and pass the images to another PC that the cheat runs on.
If the article is low effort I would say that your comment is not great either because you seems frustrated to not have more information and just blame the author for not writing more about the subject.
I have a pretty foolproof system for evading cheaters. Just be so bad that any cheater will be far above me in the rankings. gg ez.
I have an even more foolproof system. Never play online competitive games.
That is where I am in online chess. But every so often I get a message from chess.com that I was refunded some rating points because my opponent from a couple of weeks ago violated the fair play standards. I honestly don’t think about it much. Some of those games I played poorly enough that I deserved to loose either way, but at the end of the day I played much more fair games that this one particular game doesn’t really bother me.
My meta-comment is that it's a really sad state of affairs that we don't as a society have an immune system that makes it so that an individual who posts openly about creating software whose sole (and even if not "sole" then certainly intended) purpose is to enable others to deceive and cheat their way to "success" is made a pariah.
It's a hobby project I decided to share. I won’t deny it’s problematic. I understand both sides of the argument, but if I was going to make it for fun anyway, why not publish it?
Posting it publicly on GitHub is the main reason I got invited to job interviews this spring. I'm a third-year student with no prior IT experience, and now I have a great summer job lined up.
And for the record—I enjoy playing legit. I don’t cheat.
Because that would be a simple solution to all societies ills, and it's obvious the world does not work this way. And unless you're suggest banning all anonymous communication under an alias you quickly see ideas like this don't work.
> Because that would be a simple solution to all societies ills
No it wouldn't and I don't lament its absence as such.
> and it's obvious the world does not work this way.
Agreed which is my lamentation.
> And unless you're suggest banning all anonymous communication under an alias you quickly see ideas like this don't work.
I'm very clearly not, but even given the case that all communication around this moves to anonymous is itself fine. The impact of people understanding that they would be pariahs for developing such tools is itself a good deterrent. That social deterrents do not work with perfect 100% efficacy is not an argument against their usage.
You mean half of all AI products?
The ones trained to clone anyone’s voice for example. Oh sure, those vibrators and wand massagers were marketed for medical purposes too. But we all know how 99% will be used…
It’s just that we are all powerless to stop it because our entire society is based around competition, especially at the nation-state level.
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This is a thing, yes. Statistical cheat-detection methods are more or less required for online chess, for example, because anyone can run Stockfish. A lot of that came out of academia, so you can just find papers like this: https://cse.buffalo.edu/~regan/papers/pdf/RBZ14aaai.pdf
The techniques they use will always be a little secret-sauce, though, because anti-cheat is adversarial. The best public anti-cheat mechanisms I know of are not technical anyway:
- Play with friends or a small community that you trust not to cheat
- Structure the game to remove incentives for cheating. This is the entirety of how daily games like Wordle prevent cheating, but limits how competitive your game can be
- Closely control and monitor the environment in which the game is played. This is sometimes done at the ultra high end of competitive esports: "We provide the computer you will use. You don't have the unsupervised access necessary to install a cheat." The most common version of this, however, is in casinos.
Also, have tools to record and replay games, and knowlegable moderators who can identify signs of cheating and ban offenders. This will count for a lot, even if someone can cheat well enough to appear highly skilled naturally (which almost always requires at least moderate skill at a game), it won't be quite so rage-inducing. This doesn't scale very well, though.
In the WarCraft 3 community they have a custom client and third-party ladder called W3Champions. It adds a few quality of life improvements like allowing you to not get matched against the same player again for 8 hours. But where it really shines is in the ability to moderate the community by banning bad actors. Some popular Twitch streamers tried out WC3 recently and in the official battle.net ladder they got players trolling them by making swastikas with towers or deliberately deboosting in order to snipe them. Once they switched to W3Champions the trolls all went away, but if any showed up they would get banned pretty quickly. One of the biggest benefits of building smaller communities is that it's actually possible to moderate them and elevate the gaming experience of everyone involved.
Another example is Apex Legends. Watching creators on Twitch and it's a massive quality of play (and stream) change going from random matchmaking and playing matches with a small selection of people.
Haha, I cheat at Worlde all the time, losers!
With how bad it's gotten in some games I honestly just don't even bother playing PVP game modes anymore unless it's on a private server with close friends. The only modes I play public multiplayer on are coop or pve ones. The cat and mouse games from a developer vs cheat developer perspective from what it seems like is basically unwinnable outside of drastic actions like requiring ID/camera that no one is going to be willing to do for entertainment.
I can't really blame game developers for giving up on trying to fight cheaters for that reason. In an ideal world they'd be able to dedicate all their time/resources to game content itself giving us more to enjoy instead of having to waste an unreasonable amount of man hours and money on anticheat solutions that are only temporary anyways.
Game devs take on the problem by themselves by not releasing a server component. Older games used to release the server component, so people could self host or make their own ladder system. That allowed each community to come up with their own set of rules and restrictions for how much moderation was desired. But in the modern era where the game developer controls the server everyone is subject to a single set of rules.
> present the players with a bot who's purpose is to be un-hitt-able unless the player is cheating
Escape from Tarkov had/has something vaguely similar to this. They'll put a very valuable piece of loot in an inaccessible room under the map or inside a locked car and monitor which accounts pick it up. I think Call of Duty warzone did it as well with the fake enemies that only accounts suspected of cheating will see
The problem with a statistical method is you can't ban the best players. For most cheats, you can dial the cheat down until it's at a human level.
That seems… like, fine, right? Who cares? Most games do skill-based matchmaking anyway, so if players are using cheats to play at higher but still human skill levels, they’ll just get boosted up to higher ranks.
The main issue, I guess, is they’ll have lopsided aiming proficiency (due to the boost) vs game knowledge. But that’s basically a crapshoot anyway in mass-market “competitive” gaming.
The statistical methods can detect things orthogonal to performance KPI’s. Automation has “tells” - little things they do differently from what humans would do. Reliably discriminating those signals is a hard problem.
> Automation has “tells” - little things they do differently from what humans would do
This tends to stand out like a sore thumb once you start looking at things from the perspective of the frequency domain. Even if you use an RNG to delay activity, the properties of the RNG itself can be leveraged against it. You may think taping a pencil to a desk fan and having that click the mouse button is being clever wrt undetectable RNG, but you must realize that the power grid runs at 50/60hz and induction motors are ~fixed to this frequency.
There is also the entire space of correlation. A bot running on random pixel events with perfectly human response times, while appearing "random", is not correlated with anything meaningful outside that one pixel being monitored. You could check for what are effectively [near] causality violations to determine the probability that the player is actually human.
I think statistical methods are the best primary option. There are a lot of other tools you can use but this is the most impenetrable from the outside.
The chances that the cheater is able to anticipate the statistical state of everything logged server-side is negligible. There is no way to "sandbag" performance on purpose if you don't know how your performance is being measured.
There is also the problem (solution) of sample size. The players' performance in one or ten games is ideally not relevant to the heuristic. There is a threshold that is crossed after hundreds of rounds of dishonest play. Toggling cheats within a match or tournament series would be irrelevant.
Theres plenty of what you suggest going on all the time, loot spawning in unlootable places etc.
Problem is, theres always some difference between valid and invalid target, and if the game knows it, cheat extracts that information and acts "dumb" around those honeypots. It wont shoot targets that the game doesnt render because the bot checks that attribute. It wont loot that honeypot because its in manualy upkept white/blacklist.
Its just another level of cat and mouse game.
Yep, the cheat engine designers get thousands and thousands of test cases. If the designer screws up your account gets banned, but quite often they can detect what did it.
Now, good cheat detection won't ban you immediately, it will allow you to build up a novel of sins and then ban so it's difficult to determine what action provoked it. Unfortunately that does mean those people are on the servers for some amount of time.
> theres always some difference between valid and invalid target
This information does not necessarily need to be made available to the client. Latency compensation can treat the phantom just like the real deal and the server can silently no-op any related commands (while recording your naughty behavior).
Whose purpose. Who's means who is