Comment by weberer

2 days ago

>Can you define what "reacting" means exactly in a shooter

A human can't really, which is why you need to bring in ML. Feed it enough game states of legit players vs known cheaters, and it will be able to find patterns.

There is no need for ML. Games arent the real world.

A suitable game engine would have knowledge of when a shadow, player, grenade, noise, or other reactable event occurs for a given client.

Especially if games arent processed in real time but processed later based on a likelihood of cheating drawn from other stats.

And what happens to that pattern, when the cheat engine adjusts? What happens to the enraged players that got wrongly banned for cheating?

  • Yeah, that's why you need a data scientist or two to figure that stuff out. Its a solvable problem, but you're not going to get solutions instantly for free in the reply section of HN.

    • But in the reply section you can read about that it has been tried in reality, with not so much success as in theory. But if you see a working solution, then you don't need to tell me, but can market it yourself.

  • If anyone is wrongly banned the system is too sensitive. Let it capture data for a month before banning someone. Ensure the confidence is crazy high.