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by lossolo 1244 days ago
> but imagine if you controlled all of the clients and could always trust them

This will eliminate a few checks like teleporting/wall passing etc but you still can't trust the client, rest will shift to ML based cheating methods:

https://www.youtube.com/watch?v=DlsBaQWfE58

1 comments

True - you always have to deal with the final frontier. There are still very powerful statistical/hybrid systems that can be employed to mitigate cheaters.

You can combine many factors to close the last mile. Getting privileged information off the client machine is a huge part of the battle. The rest can be dealt with using clever tricks, stats, etc.

For example, imagine a game where you are using this ML aimbot to lock onto players heads. The developer could design a ramping detection system like:

  1. Statistical detection - outlier in performance. Begin deeper analysis.
  2. Review player inputs using our own ml models to determine likelihood.
  3. Escalate to active measures - in-game canaries to bait the aimbot into very unlikely, inhuman responses.