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kamranjontoday at 2:53 PM4 repliesview on HN

At this point - you would think that cheaters could be detected on the server side by either training a model to flag abnormal behavior or do some type of statistics on the movement patterns over time - is a client-side anti-cheat really required?


Replies

wavemodetoday at 3:03 PM

Many forms of cheating revolve around modding the game locally so that certain textures can be seen through walls, so you always know where opponents are. So you aren't breaking any laws of physics, you are just able to make much better tactical decisions.

The obvious solution would be, just don't send data to the player's client about enemies that are behind walls. But this is a surprisingly hard thing to engineer in realtime games without breaking the player experience (see: https://technology.riotgames.com/news/demolishing-wallhacks-..., and then notice that even in the final video wallhacks are still possible, they're just more delayed).

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Lalabadietoday at 2:57 PM

That's because the 2025 definition of "anti-cheat" leans heavily towards preventing players from enjoying client-side content that's locked behind microtransactions (for example, EA's new Skate game).

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pmarrecktoday at 2:53 PM

I don't believe there's a foolproof way to do this.

It's basically the usual cat-and-mouse game of an arms race.

brendoelfrendotoday at 3:35 PM

This is done, and generally doesn't work as well. Your model will catch people using yesterday's cheats, but the cat-and-mouse nature of cheating means that people will adapt. Funnily enough, cheaters are also training models to play games so that they can evade cheat detection. The kernel-level anticheats are designed to prevent the game from running if they detect you are running any software that interacts with the game. Much simpler for the developer, and circumventing it usually requires running your cheats on a second machine which a) limits what you can do and b) has a higher barrier to entry.