• Re: Cheating Cheat-sheet

    From PW@iamnotusingonewithAgent@notinuse.com to comp.sys.ibm.pc.games.action on Tue Apr 9 10:49:21 2024
    From Newsgroup: comp.sys.ibm.pc.games.action


    Still, if you're interested in a surface level description of how the
    'pro' cheaters are doing it*, this is a good video to start with.



    I am interested because it is a techie thing but I am not willing to
    spend 40 seconds or even 4 seconds on a video.

    I avoid cheaters by not playing games on-line! :-)

    I will end up watching a little of this vide though Spalls.

    Thanks.

    -pw
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Tue Apr 9 17:10:11 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 16:49 this Tuesday (GMT):

    Still, if you're interested in a surface level description of how the
    'pro' cheaters are doing it*, this is a good video to start with.



    I am interested because it is a techie thing but I am not willing to
    spend 40 seconds or even 4 seconds on a video.

    I avoid cheaters by not playing games on-line! :-)

    I will end up watching a little of this vide though Spalls.

    Thanks.

    -pw


    What about cheating AI?
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Rin Stowleigh@rstowleigh@x-nospam-x.com to comp.sys.ibm.pc.games.action on Tue Apr 9 15:21:02 2024
    From Newsgroup: comp.sys.ibm.pc.games.action


    I'd say whatever cheats they're using aren't very good, when a guy my
    age can go into twitch games like multiplayer and come in first or
    second place most of the time.

    I attribute this mostly NOT to my reflexes getting better with age, so
    much as many multi-player games are cross-platform these days.

    This usually means that there are a crap ton of console gamepad
    holders that are getting their ass served to them on a shit stick by
    some dude with a mouse and keyboard like yours truly.

    Even in PC platform specific MP games, cheating is usually kept under
    control well enough that either I rarely notice it, or the cheats just
    don't do that much to help the player.

    The bigger problem has always been the perception and accusation that
    the other guy is cheating by players who just aren't very good. "I
    keep dying therefore everyone else must be cheating"... etc.

    Spamming of cheat accusations is really annoying. Luckily it usually
    becomes a self-solving problem, because in most games, eventually the
    whiners leave, and I suspect in many cases simply choose to not play
    at all.

    If I went into a game like Counterstrike right now that I never play
    anymore, it would probably take me at least 20 minutes, maybe an hour
    to fully warm up, get my mouse sensitivity dialed in right, etc.
    before I was keeping up with the joneses and then coming out on top
    round after round.

    I think a lot of players don't get that. Practice makes perfect. A
    lot of folks who don't play competitive shooters regularly expect
    immediate gratification and start accusing others of cheating when
    they don't receive their golden egg right away.


    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From PW@iamnotusingonewithAgent@notinuse.com to comp.sys.ibm.pc.games.action on Tue Apr 9 21:25:25 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 9 Apr 2024 17:10:11 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 16:49 this Tuesday (GMT): >>
    Still, if you're interested in a surface level description of how the >>>'pro' cheaters are doing it*, this is a good video to start with.



    I am interested because it is a techie thing but I am not willing to
    spend 40 seconds or even 4 seconds on a video.

    I avoid cheaters by not playing games on-line! :-)

    I will end up watching a little of this vide though Spalls.

    Thanks.

    -pw


    What about cheating AI?
    *--

    It exists? Explains a lot over the years!
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From JAB@noway@nochance.com to comp.sys.ibm.pc.games.action on Wed Apr 10 10:24:43 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 08/04/2024 21:39, Spalls Hurgenson wrote:

    So, here's a thing:

    Hacking into Kernel Anti-Cheats How cheaters bypass
    Faceit, ESEA and Vanguard anti-cheats
    https://www.youtube.com/watch?v=RwzIq04vd0M

    It's a 40 minute video (with a somewhat annoying presentation) but it
    gives a nice overview of some of the more advanced methods cheaters
    are using to get an advantage in online games, many of which are not
    easily defended against by even kernel-level anti-cheat programs.

    Not being into that 'scene', I was unaware of how far the technology
    had developed. Not that any of the concepts are actually surprising -
    I'd often speculated that using a secondary PC to monitor and overlay information was a possibility - but I wasn't aware that such
    techniques were actively being used.

    Honestly, it all seems a bit overkill just to say "I sniped you
    hahahaha" in an online shooter. I suspect that the presenter is being
    a bit naive in assuming that cheats are merely being used for bragging/trolling rights; as likely, the cheaters who invest in such techniques are probably doing so because they're cashing in on their
    wins somehow

    (it probably ties into how closely tied online gaming has become with gambling)

    Still, if you're interested in a surface level description of how the
    'pro' cheaters are doing it*, this is a good video to start with.


    I didn't watch the video and the only real experience I have of
    anti-cheat measures is World of Tanks. So there the big one is all the calculations are server side so for all practically purposes* you can't
    change those calculations and the client only has access to the
    information it requires.

    That doesn't mean there aren't mod's classed as illegal but all the ones
    I know about give you fairly minor advantages and you also risk having
    your account banned although who knows how effective the detection
    system is.

    Something that I think is more detrimental to WoT is what some of the
    paid services do. So you give someone some cash (possibly a few hundred pounds) and they will obtain certain items for you like desirable reward tanks. The real problem comes that they don't just play on you account
    but have lots of other false accounts and during periods of low player
    numbers they put them all in the battle queue together hoping to have
    the account that's paid money on one team and multiple false accounts on
    the other. The worse part though is WG seem to do very little about it
    as you can see these false accounts racking up thousands of battles in a
    short time period while doing little more than drive to a location and
    wait to be farmed.

    *Of course that doesn't stop a noticeable minority claiming that the
    reason their stats are so bad is that everybody else is cheating.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Wed Apr 10 12:50:02 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 03:25 this Wednesday (GMT):
    On Tue, 9 Apr 2024 17:10:11 -0000 (UTC), candycanearter07
    <candycanearter07@candycanearter07.nomail.afraid> wrote:

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 16:49 this Tuesday (GMT): >>>
    Still, if you're interested in a surface level description of how the >>>>'pro' cheaters are doing it*, this is a good video to start with.



    I am interested because it is a techie thing but I am not willing to
    spend 40 seconds or even 4 seconds on a video.

    I avoid cheaters by not playing games on-line! :-)

    I will end up watching a little of this vide though Spalls.

    Thanks.

    -pw


    What about cheating AI?
    *--

    It exists? Explains a lot over the years!


    A lot of people complain about it.
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Rin Stowleigh@rstowleigh@x-nospam-x.com to comp.sys.ibm.pc.games.action on Wed Apr 10 10:28:43 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 10 Apr 2024 12:50:02 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 03:25 this Wednesday (GMT): >> On Tue, 9 Apr 2024 17:10:11 -0000 (UTC), candycanearter07 >><candycanearter07@candycanearter07.nomail.afraid> wrote:

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 16:49 this Tuesday (GMT): >>>>
    Still, if you're interested in a surface level description of how the >>>>>'pro' cheaters are doing it*, this is a good video to start with.



    I am interested because it is a techie thing but I am not willing to
    spend 40 seconds or even 4 seconds on a video.

    I avoid cheaters by not playing games on-line! :-)

    I will end up watching a little of this vide though Spalls.

    Thanks.

    -pw


    What about cheating AI?
    *--

    It exists? Explains a lot over the years!


    A lot of people complain about it.

    Similar to my other post, complaints about "AI cheating" usually is a
    side effect of incongruence between the difficulty options or
    progression of a game, and the players expectations for "optimal
    difficulty".

    It is difficult for a single player game to "adapt" its difficulty
    level to the playing habits and style of the current player, because
    that would typically involve the use of true AI (which most games do
    not).

    What most gamers call AI is, simply enough, the "difficulty" of the
    game.

    If AI is ever properly utilized in computer-controlled player
    behavior, it is possible that a game can learn to optimize it's
    difficulty so that it provides each player just the right level of
    challenge to remain entertaining as long as the player wants to
    continue playing.

    But until then, there are two fundamental truths when it comes to game
    AI:

    1) "I beat the game" really means "the computer was programmed to let
    me win"
    2) "The AI is cheating" really means "I suck at that game"



    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Wed Apr 10 14:40:06 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    Rin Stowleigh <rstowleigh@x-nospam-x.com> wrote at 14:28 this Wednesday (GMT):
    On Wed, 10 Apr 2024 12:50:02 -0000 (UTC), candycanearter07
    <candycanearter07@candycanearter07.nomail.afraid> wrote:

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 03:25 this Wednesday (GMT):
    On Tue, 9 Apr 2024 17:10:11 -0000 (UTC), candycanearter07 >>><candycanearter07@candycanearter07.nomail.afraid> wrote:

    What about cheating AI?
    *--

    It exists? Explains a lot over the years!


    A lot of people complain about it.

    Similar to my other post, complaints about "AI cheating" usually is a
    side effect of incongruence between the difficulty options or
    progression of a game, and the players expectations for "optimal
    difficulty".

    It is difficult for a single player game to "adapt" its difficulty
    level to the playing habits and style of the current player, because
    that would typically involve the use of true AI (which most games do
    not).

    What most gamers call AI is, simply enough, the "difficulty" of the
    game.

    If AI is ever properly utilized in computer-controlled player
    behavior, it is possible that a game can learn to optimize it's
    difficulty so that it provides each player just the right level of
    challenge to remain entertaining as long as the player wants to
    continue playing.

    But until then, there are two fundamental truths when it comes to game
    AI:

    1) "I beat the game" really means "the computer was programmed to let
    me win"
    2) "The AI is cheating" really means "I suck at that game"


    Interesting, I never thought of it like that.
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Apr 10 11:19:43 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 09 Apr 2024 21:25:25 -0600, PW
    <iamnotusingonewithAgent@notinuse.com> wrote:

    On Tue, 9 Apr 2024 17:10:11 -0000 (UTC), candycanearter07 ><candycanearter07@candycanearter07.nomail.afraid> wrote:

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 16:49 this Tuesday (GMT): >>>
    Still, if you're interested in a surface level description of how the >>>>'pro' cheaters are doing it*, this is a good video to start with.



    I am interested because it is a techie thing but I am not willing to
    spend 40 seconds or even 4 seconds on a video.

    I avoid cheaters by not playing games on-line! :-)

    I will end up watching a little of this vide though Spalls.

    Thanks.

    -pw


    What about cheating AI?
    *--

    It exists? Explains a lot over the years!

    AI cheats all the time... but usually to provide a better experience.
    The most visible example is in racing games, which use 'rubber band'
    mechanics to maintain a constant challenge. Get too far ahead of the
    other racers, and the AI will preternaturally zoom forward until it is
    right behind you again (at which point it - usually - resumes its
    'normal' racing behavior). But it also works in reverse; fall too far
    behind, and the AI often slows down to give you a chance to catch up.

    (The "Need for Speed" games are infamous at this, with varying degrees
    of success. There was almost no rubber banding in "Underground", and
    it worked to the detriment of the game (I often lapped the AI). I
    think EA did it pretty well in 2012's "Most Wanted", where it was hard
    to notice the rubber banding happening at all. On the other hand,
    2011's "The Run" had some of the worst rubber-banding I've ever seen
    in a racing game, with the AI achieving almost supersonic speeds to
    keep up).

    But the AI cheats in other genres too; in strategy games, the
    developers often grant it the ability to see the whole map, or give it
    bonus resources. In shooters, the AI often dodges your bullets even if
    it can't see you actually shooting at it (the Scarj mosnters from
    1998's "Unreal" were infamous for this). Even in "Alien: Isolation"
    (which worked hard to make the AI 'fair', the eponymous xenomorph
    would instantly detect you if you stood right behind you, because the
    AI had a vision cone facing straight back.

    Of course, are these really 'cheating'? The thing is, it's not really
    hard to make it so the computer can trounce a player in most video
    games. Even if the computer isn't granted any special bonuses, the
    sheer speed at which it can make its moves can make it an unbeatable
    opponent. If the developer just keeps increasing the tic-rate,
    eventually even the best player is going to be overwhelmed. The
    challenge often isn't beating the player, it's providing a reasonable
    level of challenge... and (equally importantly) expressing how its
    being done to the player.

    Because often when players complain about the AI is cheating, it's not
    because of the specific techniques, but because those techniques
    aren't communicated to them. If you go into a RTS game assuming the AI
    has the same limits as you* and then find out that some or all of
    those restrictions are reduced for the AI, that seems profoundly
    unfair. But if you go into the match knowing that it can churn out
    units faster (especially if you give it some in-universe lore to
    explain it) then it's less 'cheat' and more 'challenge'.

    But, yeah, the AI in pretty much every game has advantages the player
    doesn't. Then again, players have a real brain and aren't limited to
    scripts, so maybe it should be the AI complaining about humans. ;-)




    * e.g., the same resources as you, that it can only see the parts of
    the map that it has specifically explored, that it can only build
    units at the same rate at you, and has the same build-limits as you
    do)
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Apr 10 11:33:33 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 10 Apr 2024 10:24:43 +0100, JAB <noway@nochance.com> wrote:

    On 08/04/2024 21:39, Spalls Hurgenson wrote:

    So, here's a thing:

    Hacking into Kernel Anti-Cheats How cheaters bypass
    Faceit, ESEA and Vanguard anti-cheats
    https://www.youtube.com/watch?v=RwzIq04vd0M

    I didn't watch the video and the only real experience I have of
    anti-cheat measures is World of Tanks. So there the big one is all the >calculations are server side so for all practically purposes* you can't >change those calculations and the client only has access to the
    information it requires.


    I think even if "World of Tanks" some of the techniques described in
    the video could be effective. Things like "wall hacks" - allowing the
    player to see the target even if obstructed by terrain, buildings, or
    fog of war - would be incredibly successful. So too would a hack that
    would automatically adjust the player's aim to more accurately hit
    their target.


    That doesn't mean there aren't mod's classed as illegal but all the ones
    I know about give you fairly minor advantages and you also risk having
    your account banned although who knows how effective the detection
    system is.

    Many of the hacks described in the video aren't actually detectable,
    because they don't rely on software - or at least, not software
    running on the PC actually running the game - to do the dirty work.
    Even the best anti-cheat can't run at anything less than ring-zero
    "kernel level" access.* But - as the video points out - hardware runs
    beneath ring-zero, and a USB device or PCIE card can access data in
    ways that are functionally impossible to detect.

    The best game developers can do is try to find a signature of known
    devices and ban people using those, but since hardware IDs are easily
    spoofed that's not much of a defense. More often, detection is
    dependent on checking to see not if a mod is being used, but if the
    gamer is playing preternaturally well... but even that is fraught with
    false positives.

    None of the techniques in the video are surprising... except in the
    fact that they're actually being used. It just seems like way too much
    effort for such a small reward... especially in non-ranked games.

    I suppose it would be different in esports, where there actually being
    money on the table would change the risk/reward balance. But
    otherwise? It seems to me you must be an incredibly small person to go
    through all that work just to dominate other gamers simply to pretend
    you are the best. That's why I can't help but believe that a lot of
    this cheating is done to gain monetary benefits from the various
    gambling mechanics that are embedded in too many games. Win the game,
    get the valuable lootbox prize, sell it on trading sites, repeat.




    * At least, not so far. I've not heard of any anti-cheat that runs at
    'negative ring levels' with SMM or Intel ME yet... fortunately.

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From JAB@noway@nochance.com to comp.sys.ibm.pc.games.action on Wed Apr 17 16:57:25 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 10/04/2024 16:33, Spalls Hurgenson wrote:
    I didn't watch the video and the only real experience I have of
    anti-cheat measures is World of Tanks. So there the big one is all the
    calculations are server side so for all practically purposes* you can't
    change those calculations and the client only has access to the
    information it requires.

    I think even if "World of Tanks" some of the techniques described in
    the video could be effective. Things like "wall hacks" - allowing the
    player to see the target even if obstructed by terrain, buildings, or
    fog of war - would be incredibly successful. So too would a hack that
    would automatically adjust the player's aim to more accurately hit
    their target.

    As I say not seen the video but wall hacks really don't sound useful at
    all as visibility (spotting) calculations are server side so there isn't
    an idea of using you're MkI Eyeball but instead if the server decides
    you can see an enemy tank then you'll have a nice icon on screen, and mini-map, showing exactly were it is. As an example there is a mod
    called Tundra which removes vegetation. That sounds good until you
    think, it doesn't help you spot anything and it also means you don't
    know where to position your tank to to use the camouflage (makes you
    more difficult to spot) they provide.

    Aimbots already exist but don't seem particularly useful as aiming isn't really that hard, there's RNG involved and the game has a ballistic
    trajectory calculation which needs to be taken into account.

    One of the advantages about WoT and cheating is besides that it's server
    side it's also not very 'mechanically' skill based but instead far more
    around positioning and knowing, for example, when it's worth trading
    shots or should you stand and fight or pull back. An AI just isn't very
    good at that.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From PW@iamnotusingonewithAgent@notinuse.com to comp.sys.ibm.pc.games.action on Wed Apr 17 11:35:41 2024
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 10 Apr 2024 10:28:43 -0400, Rin Stowleigh
    <rstowleigh@x-nospam-x.com> wrote:

    On Wed, 10 Apr 2024 12:50:02 -0000 (UTC), candycanearter07 ><candycanearter07@candycanearter07.nomail.afraid> wrote:

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 03:25 this Wednesday (GMT):
    On Tue, 9 Apr 2024 17:10:11 -0000 (UTC), candycanearter07 >>><candycanearter07@candycanearter07.nomail.afraid> wrote:

    PW <iamnotusingonewithAgent@notinuse.com> wrote at 16:49 this Tuesday (GMT):

    Still, if you're interested in a surface level description of how the >>>>>>'pro' cheaters are doing it*, this is a good video to start with.



    I am interested because it is a techie thing but I am not willing to >>>>> spend 40 seconds or even 4 seconds on a video.

    I avoid cheaters by not playing games on-line! :-)

    I will end up watching a little of this vide though Spalls.

    Thanks.

    -pw


    What about cheating AI?
    *--

    It exists? Explains a lot over the years!


    A lot of people complain about it.

    Similar to my other post, complaints about "AI cheating" usually is a
    side effect of incongruence between the difficulty options or
    progression of a game, and the players expectations for "optimal
    difficulty".

    It is difficult for a single player game to "adapt" its difficulty
    level to the playing habits and style of the current player, because
    that would typically involve the use of true AI (which most games do
    not).

    What most gamers call AI is, simply enough, the "difficulty" of the
    game.

    If AI is ever properly utilized in computer-controlled player
    behavior, it is possible that a game can learn to optimize it's
    difficulty so that it provides each player just the right level of
    challenge to remain entertaining as long as the player wants to
    continue playing.

    But until then, there are two fundamental truths when it comes to game
    AI:

    1) "I beat the game" really means "the computer was programmed to let
    me win"
    2) "The AI is cheating" really means "I suck at that game"



    *--

    AI, of course, did not exist back in my day. I just wrote a buch of If/Then/Else statements :-)
    --- Synchronet 3.20a-Linux NewsLink 1.114