I think server side statistical analysis can go a long way to detect stuff like that. Obviously its always a cat and mouse game between devs and cheaters, and there are always workarounds, but theres a lot more the devs could be doing without relying on invasive client side detection.
You can tune the aimbot to be as good as the server allows, maybe with a bit of variation to throw it off.
And realistically, some real non-cheating players will by chance just have similar statistics to bots, especially since the bots will start doing their best to mimic real players.
Also many players don't need to cheat all the time; just in that critical moment when it really matters. Didn't Magnus Carlsen say he only needs a single move from a chess computer in the right moment to be virtually guaranteed win? Something like that probably applies to a many people and fields. This is even harder to detect with just statistics.
Also also reminds me of the "you can't respond in less than 100ms, and if start the sprint faster than that after the starting pistol then you're disqualified"-type stuff they have in the Olympics – some people can consistently respond faster and there's a bunch of false positives. Not great.
Is the main problem with cheaters that it's unfair, or that it feels unfair/ruins the experience?
Because if you force all the cheaters to hide well enough to look like "normal" players, no one will know, and the game feel will not be negatively impacted. Outside of the tippy top of competition where money becomes involved, it's kind of irrelevant if the game is technically fair, as long as it feels fair to everyone.
> Also many players don't need to cheat all the time; just in that critical moment when it really matters. Didn't Magnus Carlsen say he only needs a single move from a chess computer in the right moment to be virtually guaranteed win? Something like that probably applies to a many people and fields. This is even harder to detect with just statistics.
The difference is that IRL chess and a typical FPS game have very different availability of datasets. IRL chess has both fewer moves per game, and fewer games played in short succession than typical FPS games. Also, with FPS games there is a single metric to evaluate -- the shot landed or missed -- compared with chess where moves are ranked on a scale.
So I'd argue that it would be much easier to do a statistical model to predict a cheating aimbot than it would a cheating IRL chess player. I don't believe Magnus's proposition holds for prolific online chess players when they do dozens or more blitz/bullet games in a single day.
Yeah, maybe – don't recall the precise quote off-hand. But the gist of it was "I need very little help from a chess computer to have a huge advantage".
> Didn't Magnus Carlsen say he only needs a single move from a chess computer in the right moment to be virtually guaranteed win?
That's because he's an elite chess player. Him cheating once per game could make the difference between being number 1 or number 10 but either way he's up there.
But for you or me, cheating once per game wouldn't make a difference. We'd still be ranked as nobody plebs. To get ranked high enough for people to know our names we would have to cheat dozens of times a game, and experienced players would easily peg us as cheaters.
Try cheating on chess.com, if you cheat enough to make a meaningful difference their servers will automatically nail you with statistics.
I've always wondered about this too. It should be pretty easy to recognize statistical outliers. I'm sure cheaters would start to adapt but that adaptation might start to look more in-line with normal skill levels so at least the game wouldn't be utterly ruined
The problem is that most cheaters don't just go full aimbot and track people through walls. That is a surefire way to make sure your account gets reported, reviewed, and banned regardless of what anti-cheat is in place.
Serial cheaters cheat just enough to give themselves an edge without making it obvious to the people watching them. By just looking at their stats, it can become very difficult (though not impossible) to differentiate a cheater from a pro player. This difficulty increases the odds of getting a false positive, necessitating a higher detection threshhold to avoid banning innocent players.
Valve has adapted this kind of thing in Counter Strike for almost a decade.
They try to make own matchmaking for possible statistical outliers so cheaters end up playing against each other. Of course, real good players can still get there and there are (at least used to) real humans on reviewing on those games to see if someone is actually a cheater. It is not a simple task, since you can cheat to be just slightly better than others and that is enough to be good.
This post is so interesting because it highlights the people that don't know anything about the requirements or state of cheats/anticheat. What you're describing is 10 years out of date. Every modern cheat has a toggle, and (almost) every modern cheater masks augmented behavior with misses/native behavior.
This thread is full of armchair developers who see a problem and immediately think, "Oh, it's easy, just do this simple thing I just thought of," as is there haven't been billions of dollars and decades of research spent on this problem.
According to the latest study [1] estimating how much money cheat developers make annually it is an upper limit of ~ $75M. I would say that the very liberal estimation of anti cheating efforts will cost maybe $100M annually. That does not include only research efforts but actual cost of tackle them (extra compute, reviewers...etc). This is unrealistic but even through to reach the point of billions (2-3 billions) you would say that Gaming companies were spending on average $100M since the beginning of personal computers era (on research only). This is not something that is hard to believe even with the most liberal interpretation.
So I think it is fair to say the there haven't been billions of dollars of research spent on this problem.
That's only looking at western audiences. In 2020, Tencent said that the cheating market in China is worth $293M annually [1]. In China there are many individual games making billions in annual revenue. PUBG bans over a hundred thousand cheaters every week. I don't think adding up to billions is too farfetched, if you count globally over the decades, although it'd be close.
There are also the costs of the opportunities that cheating prevents from happening. Development would be much faster and more types of games could be made.
I think the problem is that that kind of work requires a good deal of developer resources for a long time. What company wants to pay upkeep on a shipped product? You could save hundreds of thousands of dollars a year by shipping a rootkit to players and not worrying about server security.
It only needs to be good enough that people keep buying (or not) the Prime when their old account gets banned. There is good reason that it exist, also from cheating perspective.