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Excellent write up and solution. Cheating in video games makes for a wretched experience for those who don't cheat. It's crazy how rampant cheating in multipla
by LinuxAmbulance 2y ago
Excellent write up and solution. Cheating in video games makes for a wretched experience for those who don't cheat.
It's crazy how rampant cheating in multiplayer games, especially competitive ones has gotten. Ten years ago, I thought it was at an extreme, but it's only gone up since then.
Part of the problem is that for some software developers, writing cheats brings in a massive amount of money.
So instead of some teenager messing around making unsophisticated cheats, you have some devs that are far better at writing cheats than game developers are at preventing them.
It doesn't help that game devs have to secure everything, everywhere, but cheat devs only have to find a single flaw.
- DJBunnies 2y agoI think a better question here is: why is game code so exploitable? A: laziness and cost. It just doesn’t matter the same way that baking code matters, I guess. So they toss on some cheap anti cheat instead of architecting it safely (expensively.)
- doctorpangloss 2y ago> I think a better question here is: why is game code so exploitable? The nature of FPS games means only environment integrity can stop cheating. It's not exploitable per se. Just the game skill can be done by a computer perfectly. Conversely who knows how long it will take for AIs to play Hearthstone with never-before-seen-cards well.
- wbl 2y agoProbably three years
- jsheard 2y agoArchitecture can help up to a point but it can't stop everything - the usefulness of ESP can be reduced by not sending the client information it doesn't need to know, but that gets computationally expensive on the server, and culling information too aggressively can interfere with lag compensation. Perfect recoil compensation can be prevented by not replicating the servers RNG state on the client so it can't predict where the next bullet will go, which CS:GO started doing at some point. Aimbots though? Those are just automating an input the user could theoretically make legitimately, so you're pretty much stuck with statistical heuristics or client-side detection.
- tedunangst 2y agoNo kidding, implementing multiplayer as a VNC session on a controlled server is very expensive.
- andrewia 2y agoI think that's a very naïve way of looking at game development. There are many reasons why games are exploitable besides lack of reasonable dev effort. - Almost all games are going to use a licensed or shared game engine. That means the softwsre architecture is already known to skilled cheat developers with reverse engineering skills. - Obfuscating the game will only go so far, as demonstrated by the mixed success of Denuvo DRM. - The game will not be the most privileged process on the machine, while cheaters are glad to allow root/kernel access to cheats. More advanced cheaters can use PCIe devices to read game memory, defeating that mitigation. - TPMs cannot be trusted to secure games, as they are exploitable. - Implementing any of these mitigations will break the game on certain devices, leading to user frustration, reputation damage, and lost revenue base. - And most damning, AI enabled cheats no longer need any internal access at all. They can simply monitor display output and automate user input to automate certain actions like perfect aim and perfect movement.
- maccard 2y agoA couple of thoughts, but I largely agree with you. > Obfuscating the game will only go so far, as demonstrated by the mixed success of Denuvo DRM. Denuvo is for the most part DRM, rather than anticheat. It's goal is to stop people pirating the game during the launch window. > The game will not be the most privileged process on the machine, while cheaters are glad to allow root/kernel access to cheats. This ship has sailed. Modern Anticheat platforms are kernel level. > TPMs cannot be trusted to secure games, as they are exploitable. Disagree here - for the most part (XIM's being the notable exception) cheating is not a problem on console platforms. > AI enabled cheats no longer need any internal access at all. They can simply monitor display output and automate user input to automate certain actions like perfect aim and perfect movement. I don't think these are rampant, or even widespread yet. People joyfully claim that because cheats can be installed in hardware devices that there's no point in cheating, but the reality is the barrier to entry of these hyper advanced cheats _right now_ means that the mitigations that are currently in place are necessary and (somewhat) sufficient.
- ghxst 2y agoIt's not AI enabled cheats that are the issue, it's DMA through things like PCIe devices disguised as regular hardware. Sophisticated cheats no longer run on the same computer as you're playing on. Google "pcie dma cheat" for a fun rabbit hole.
- colechristensen 2y agoThis isn't the better question. When you have software running locally, you can arbitrarily modify how it runs. Like an aimbot is a powerful cheat, and there's no amount of security that can prevent one from being used outside of an anticheat being able to look deep into what your system is doing, what it contains. The only way to prevent that kind of thing is to remove your control of your own computer.
- Ekaros 2y agoAnd even then you could do aimbot with camera pointed on the screen and either faking a mouse or providing sensor sufficient data somehow to simulate movement... That is reach super human reaction times and accuracy...
- drdaeman 2y agoI wish I'd live to see the time of true cyborgs who will exceed ordinary human capabilities in some regard.
- colechristensen 2y agoHow attached and how technical does it have to be to be "cyborg". Me with a pen and paper exceeds many human capabilites. Likewise with wearables like a smartwatch. Does it have to be direct neural integration to be a cyborg? Definitely people with profound brain injuries have been enhanced to the ability to interact again.
- drdaeman 2y agoGood question! IMHO, it's a spectrum, of course, not a binary concept. But if we have to define a criteria... I guess, integrated just enough so it can't be trivially removed, making it more of a "body part" rather than a "tool". Point is, it'll certainly spark a discussion and re-evaluation of what's "fair", potentially shifting the consensus from somewhere around the current "glasses are fair game, but a programmable mouse is not" to somewhere more accepting of differently-abed individuals.
- Matheus28 2y agoIt’s not that simple. Some games aren’t able to prevent cheating. The client has the data on where the enemies on their screen are. The cheat only needs to move the mouse and click on the enemies heads. Other games like MMORPGs involve the cheat just playing the game and farming on behalf of the player. It just becomes a cat and mouse game where the anti cheat is trying to detect something hooking into the game process while the cheat tries to hide itself.
- drdaeman 2y ago> MMORPGs involve the cheat just playing the game and farming on behalf of the player From a player perspective that's not cheating, that's running a bot. It's automation of a routine grind - which is typically designed to make players hate it and spend money instead. Automating boring stuff is simply natural. For pay-to-win games it's effectively a balancing system, a pushback against player-hostile mechanics. Not unlike an adblocker on the web. That's strictly in context of MMORPG genre, of course.
- lagadu 2y agoBecause at the end of the day the game is running on the user's machine, a machine in which the user has full access to every part of the execution and the software developer does not. You can only get around that by streaming the game instead of running it on the client side and even then an aimbot or some type of automation would be possible nowadays.
- GuB-42 2y agoPriorities. Games need content and performance. Give game developers more budget, and they will work on making the game faster, fix game breaking bugs, and add content rather than make the game less exploitable. And cheats do not always rely on exploitable bugs. A bot using screen capture and input device emulation works at the OS level and in other contexts (ex: accessibility), it would be a legitimate thing to do.
- kelnos 2y agoI think GP's last line covers it. It's the same reason why DRM is ultimately ineffective, and why even companies that work hard and spend time and money to secure their infra still sometimes get popped: the game devs have to be perfect 100% of the time, but the cheaters only have to get lucky and find a flaw once.
- numpad0 2y agoOh, that's an easy one. - GOOD software are simple and easy to understand, which makes it EASY to cheat. - BAD software are needlessly complex and finicky, so it's HARD to rig it for a cheat. - Anti-cheats intentionally make software BAD and over-complicated, so cheaters would have hard time modifying it. But computers are brittle and also aren't smarter than humans so cheaters will eventually find a way. - Security is completely irrelevant topic since game clients are "bought" and run on your hardware; Digital Restrictions Management built to work against you as user is anti-consumer, anti-right-to-repair, anti-human, super bad thing, and lots of efforts are made to keep PC away from it as much as practical. It has nothing to do with laziness or cost. If anything it'll be the best programmed game that gets hacked fastest. And PS2 that gets emulated last.
- ghxst 2y agoA very large amount of games that are released nowadays all use well known and well documented engines, that's what makes it a lot easier, there's an interview on YouTube with a company that develops cheats for multiple games that mention this here: https://youtu.be/zwruk-tLIOU?si=3O2jBKQneur-n3iS https://youtu.be/zwruk-tLIOU?si=3O2jBKQneur-n3iS
- BlueTemplar 2y agoSome competitive multiplayer games. Which seem to be exclusively FPS games with ~10+M players ? I don't even remember the last time when I've heard of a game outside that very narrow (albeit decently popular) category to have complaints about cheaters. Meanwhile for these games, I hear about it like every month, and all this despite this genre being amongst the ones that I play the least !
- mvdtnz 2y agoCheating is commonplace in lots of games much smaller than that. Company of Heroes 2 (an RTS released in 2013) for example is pretty much ruined by map hackers.
- ClassyJacket 2y agoWell, it's just a genre that's immensely popular and easy to cheat in. If you have access to the game's memory etc, it's pretty easy to create an aimbot or thing that lets you see thru walls et cetera. How you gonna cheat in a moba? It's a strategy game, you need, like, cutting edge AI to beat the best humans at it. In fact OpenAI specifically worked on an AI to play Dota 2, it was that hard.
- jeemusu 2y agoYou don't need to improve your individual performance to cheat, anything that improves game-sense works just as well. A common one for moba (and other genres) is a radar style hack, which can show an overlay of the map with the player locations in real time. Knowing where you enemies are at all times is a HUGE advantage in a moba.
- Cthulhu_ 2y agoOne thing to note is that CSGO can be considered a play-to-earn type game; you play the game, get lootboxes, get lucky, sell the item for... idk, hundreds? thousands? So it's an incentive to cheat and buy new copies of the game if found out. A single item can be a month's income easily. Mind you I don't know if that's the case on privately hosted servers as well, since those could be manipulated to give players the points needed to get the lootboxes.