So yeah, I want to discuss or point out why I think Valve needs to fix Anti-Cheat issues. They have VAC but apparently its doing jackshit, be it Counter Strike 2 (any previous iterations) or something like Hunt: Showdown the prevalence of cheating players is non deniable. For me personally it has come to a point that I am not enjoying playing those games anymore, although they are great games by itself. But the amount of occurrences being killed or playing against cheaters is at a height, where I don’t see the point anymore.
- Why I think Valve is the only company able to something against cheaters?
Because they have the tools with VAC already aiming to prevent cheaters. Valve has got the resources to actually invest into something more profound which could be used for any game where anti-cheat protection needs to be implemented. And lastly Valve is the company which is interested in furthering the ability to gaming on Linux, the anti-cheat solution needs to work on both operating systems. Only Valve has the motivation and means to achieve that with their knowledge and resources. What do you guys think about the topic? Is the fight against cheaters hopeless? Do you think some other entity should provide anti-cheat protection, why? I skimmed over “anti cheat in linux kernel” posts in the net, but I have very little knowledge about the topic, what is your stance on it?
Edited: Mixed EAC with VAC. EAC seems to be part of Epic Company. Both of these tools seem unable to prevent cheating like mentioned above.
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Neither can a rootkit, which should be unconditionally illegal and send CEOs to jail for putting in their product. There are no exceptions and no scenarios where it can possibly be acceptable for a video game to access any operating system anywhere near that level. Every individual case should constitute felony hacking, with no possibility of “user consent” being a defense even if they do actually clearly and explicitly ask for “permission”.
Ehhhh.
If you want that, I kind of feel like the obligation should be placed on the OS (or maybe Steam or similar distribution platforms) to do sandboxing. Generally-speaking, in the computer security world, you’re better off just not letting software do something objectionable than trying to track down everyone who does it and have the judicial side handle things.
Mobile OSes and game console OSes already sandbox games that way.
PCs could have the ability to do that, but they don’t do that today.
I do think that they’re heading in that direction, though, at least relative to where they were, say, 30 years ago; at that point in time, permission tended to be really at a user level, and if you ran software on your computer, it pretty much had access to anything that the user did. Web browser are generally available and act as a sandbox for some lightweight sandbox. On Linux, Wayland’s a move towards handling isolation of apps at the desktop level – for a long time, desktop APIs really didn’t permit for isolation of one graphical program from another. Also on Linux, Flatpak and the like are aimed at distributing isolated graphical applications.
If you don’t physically control the hardware, it is not secure.
The only valid approach to preventing cheating that matters is to have authoritative servers. Nothing else works, nothing else theoretically can work, and nothing else can possibly be described as anything but malware. There is literally no possible scenario where any entertainment company knowing anything about what else is happening on your computer can be justified.
My above comment isn’t about preventing cheating, but preventing malware, like mods with a malicious payload.
I’m not smart enough to see a world where Linux and effective client side anti-cheat can cohabitate. Nothing can ever stop someone running a custom linux kernel that hides any nefarious code from the games they’re targeting. PC gaming can only head that direction to the degree that they take kernel-level control away from the user.
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When it comes to windows, the devs working on kernel-level anti-cheat systems are working closely with microsoft on the implementation. To the point that, if you were to try to reverse engineer it on your own machine, in all likelihood msft could convince a court that you are hacking their system, not the other way around.
I’ve been thinking about this, and I wonder how accurate this is. I think overuse of all this modern AI nonsense is a problem, but wonder if this might be a good use case for it.
A big game will probably have huge amounts of training data for both cheaters and non cheaters. An AI could probably pick up on small things like favouring the exact centre of the head or tracking through walls.
If a user has a few reports of aimbotting, just have this AI follow them for a bit and make a judgement.
It’ll get it wrong sometimes, but that’s why you also implement a whole appeals process with actual humans. Besides, client side anticheat systems also have a nasty habit of mistakenly banning people for having specific hardware/software configs.
Please! Not just for anticheat reasons, but also for mods and keeping the game playable when the publishers decide it isn’t profitable.
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I’m a Linux gamer, every few weeks there’s a story in the news about how some random update to anti-cheat ending up banning Linux/Steam Deck users, it’s not a problem unique to AI. AI finding false positives will happen, but that’s where the “human in the loop” appeals process happens.
This is the kind of cool things that they should be doing! Try new and interesting things instead of trying to brute force anti-cheat by putting restrictions on what people can do with their computers and forcing a narrative where cheaters only exist because you weren’t strict enough.
The problem is that having an essential component of the game run on servers that only the publisher has access to is also a pretty effective way to do DRM, so they’ve got a pretty strong incentive not to do that. It’s a lot easier to ensure that someone paid for an account on publisher-run servers than that someone paid for a copy of the server and client binaries that they are in possession of.
I made an anti-cheat for vanilla minecraft once, it’s REALLY easy to tell if someone is cheating it’s just developers are grotesquely incompetent when it comes to detecting that sort of thing or (more often) just don’t give a shit. They’ll just create a naïve solution then never test it. For example: minecraft’s god awful anti-fly and anti-speedhack which is just “is the player in the air for 5 seconds” or “did the player go too fast” which is notorious for false positives and doesn’t even stop people trying to cheat, just punishes players for its own fuck-ups.
It really is as simple as creating a model of what the player should be able to do, and then nudging clients towards that expected play. Normal players will not even notice (or will be pleased when it fixs a desync) but cheaters will get ENRAGED and try to cheat harder before eventually giving up. The point of a good anticheat is not to punish players for cheating, but to make it easier and more fun to play within the rules.
It’s like piracy: We had years of systems built on punishment and all they do is create resentment and people trying to break your system, but you build a system on rehabilitation and you become one of the biggest platforms for PC gaming with people willingly downloading your systems.
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And yet people did. I only brought that up as an example because minecraft is like 90% client side, proving that server-sided AC is possible.
In case of CS2, it doesn’t even ban people who teleport behind you at the first second of the round. Or killing everyone through the whole map like here (Reddit): link
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