Comment by Macha
6 hours ago
Chess is obviously a game without hidden information in the game state, so cheating comes in one of two types on these online services:
1. There is no human player at all, just a bot playing the game (maybe being paid for by a user to boost their rank). This is likely detected by all the usual anti-bot heuristics that many web services have. Another option might be looking for statistical outliers on how highly player's moves correlate to open engines like Stockfish (this was the cause of a big cheating scandal in pro chess last year, if I remember right)
2. There is a human player, but they're just feeding the moves into an engine like stock fish and copying them out. Again, this is probably based on statistical correlations.
Here's the thing with any anti-cheat, the standard for a scientific paper is based on a P value indicating the likelihood of something being chance is about 5%. This is obviously way too high a threshold for anti-cheat, it would make 1 in 20 of your bans false bans. But the logic of an "acceptable" heuristic about lucky shots, or headshot rate, or blink stalker micro saving low hp units, or stockfish-correlated chess moves is part of basically all anti-cheat systems.
I'd guess they tune their thresholds to be something more like 1 in 1000, but after a point the way you reduce false bans for these things is to ban less, which given the high rate of actual cheating, is not desirable to the game companies. So if going from 1 in 1000 to 1 in 10000 requires halving the amount of bans you dish out, game companies are just not going to do that.
So then some CS drone has to answer the ticket about why the user was banned. They know that 999 of every 1000 tickets are lying, so they just automatically close it with no recourse. It's not worth the company's resources to make a recourse process. For PR purposes it's better to just pretend that isn't the case, and say there's no false positives. We've seen the PR reaction machine initially respond the same way when the "is something hooking the game process" checks detect all the Teamspeak overlay users and bans them all, until the sheer volume of affected people cause them to relent. So it's hard to believe that when they have statistical modelling based bans affecting much smaller numbers of people, they don't just steamroll them.
Heck, it's not anti-cheat, but I've had a copy of Red Alert 3 basically stolen by EA as they claimed my CD key was pirated (it wasn't, I bought it on Steam directly). Of course CS claimed infallibility, but it's made me be a lot more suspicious of other cases where CS claims infallibility.
But these games have millions of players, so 1 in 1000 is... quite a lot of people actually.
> So then some CS drone has to answer the ticket about what I was banned. They know that 999 of every 1000 tickets are lying, so they just automatically close it with no recourse. It's not worth the company's resources to make a recourse process.
In other words, classic corporate greed. As for that 1 in 1000, they're making the product they paid for unusable, which should be illegal. I'm aware it's not in many jurisdictions as you're buying a license and what not, but it should be. In places with strong consumer protections like Germany or Australia, Activision could likely get fined over this kind of behavior.