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.
>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.
This is how I imagine Amazon ended up banning a large amount of players for speedhacking. The players were lagging. I'm guessing their anti-lag features ended up moving them faster than the anti-cheat expected.
But I agree that a combination approach would probably work.
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.
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.