| ▲ | transcriptase 2 hours ago | ||||||||||||||||
I’ve seen so many cases of cheaters online where even the most braindead of checks would neuter most cheats: Are they moving faster than conceivably possible by a real player? Even the most basic (x2-x1)/t > twice the theoretical will catch people teleporting or speed hacking. Is their KDR or any other performance metric outside 5 standard deviations from the mean? Here’s one: is everyone they encounter reporting them for cheating along with one of the above? Do people leave their matches constantly? Defining and detecting objectively impossible things is not impossible. | |||||||||||||||||
| ▲ | Thaxll 34 minutes ago | parent | next [-] | ||||||||||||||||
Scoring ect ... is kind of useless because it's not a proof, basically it means nothing tangible to be able to ban with 100% confidence. That's why ML is not good for detecting cheaters. It gives a score that is hard to use. | |||||||||||||||||
| ▲ | dijit an hour ago | parent | prev [-] | ||||||||||||||||
Yeah, we do those things. 1) they’re not foolproof 2) there is a delay in aggregating the data this has annoying effects when the game has a trial period/goes on sale/has lots of cheap CD keys floating around. 3) if you weren’t delayed then the cheaters get better at adjusting to how you catch them. We actually do a lot of statistical analysis, but it works in tandem with endpoint anti-cheat, and would hardly work at all alone. | |||||||||||||||||
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