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LANDodger: Re-thinking Anti-Cheats
Posted by: 1 on January 31st, 2009
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Mike "LANDodger" Luxion is back this week to discuss his thoughts on anti-cheats.

(This article is an editorial.  It does not necessarily represent the views of compLexity Gaming or its parent company.)


Rethinking Anti-Cheat

Back in the day there were no AC clients for online gaming in the US. If you loved Counter-Strike, you played in CAL and there was a very specific set of steps to take in the event that somebody was really, really fishy. First there would be forum controversy. The aggrieved team would post nasty rumors, perhaps a warning to other teams, along with all the accusations. The defending team would come to their teammate's rescue, proclaiming LAN success and profusely touting that person's trustworthiness. Then somebody would release a hack video (or two), and often the suspected hacker would gradually be socially blackballed before eventually being banned.

The process is a lot different now, but I'm not sure we're all that much better off.

The biggest change has obviously been the AC clients, which (sometimes) provide hard evidence when people are cheating. I think we all consider them a blessing on our house, but I also think we've paid a price we weren't prepared for. And I'm not just talking about the dearth of good hack movies, whose comedy and outrageousness I sorely miss.

No, I think we've gotten accustomed to using the clients as a crutch and a scapegoat. If a person hasn't been caught by the client, they haven't been cheating. If the demo is cleared by the client, the person is cleared. Even though plenty of people wouldn't agree with those statements, I think a growing amount of people do. Worse, practically speaking I think those are the assumptions leagues are starting to operate on.

It's okay if you don't believe me, but let's look at the situation from a different angle. Here are two interesting questions, in my mind:

A) If somebody was disputed five times, had all five demos cleared, but was still banned on an admin review of the demos, how would you feel about the decision?

B) Could you ever imagine a league banning somebody after five of their demos cleared their own anti-cheat client?

In the first question, I think it's a totally different situation without the client. If somebody was disputed five times and then banned, I think we'd all say something like "IT'S ABOUT TIME." But when the demos are cleared, even knowing that the AC client isn't perfect and without knowing specifics about the player or situation, I think we're a little more hesitant in passing judgment. Shouldn't we still trust the admin's decision considering that no program is un-hackable?

For the second one, imagine if Glockateer was banned in CEVO next season under the circumstances of part B (I'm only using his name and CEVO because it's a familiar situation). People have been suspicious of him recently, but wouldn't a ban send two messages?

Yes, in this hypothetical situation CEVO caught a cheater through due diligence ... but he also was cleared and officially considered clean for this long. In other words, any ban that doesn't come through the CMN is practically a PR nightmare waiting to happen. It raises all kinds of questions about how effective the clients actually are, and I don't think any online league wants that discussion. Part of the reason AC clients are so attractive is as a deterrent. If people had living proof that they actually aren't that hard to get around, isn't that a huge blow to an online league's image?

Anyway. This isn't meant as a rant against AC clients or any specific league. On the whole both of those things are very good. But I think it's high-time we look at the other side of the equation, the human review process, and see if there are ideas that make sense for two important reasons.

The first is that AC clients are fallible. Period. Being cleared by one simply doesn't mean the person wasn't hacking.

The second idea is that, personally, I think online leagues are going to play a more important part in the future of competitive gaming. They're easier to organize and cheaper to run than LANs, which are both very important things in this economy. And technology continues to improve while pings continue to fall. Isn't that pretty much the perfect recipe for bigger online tournaments? Even there's more money and prestige on LAN, it's not hard to imagine an online competition with a first-place prize of ten grand. That's a lot of incentive to cheat.

In any event, relying on a client simply isn't enough. There are too many ways to get around it, and no matter how secure you make it, somebody will find a weakness.

With that in mind, here are some crazy ideas to improve the admin review portion of the anti-cheat process that have been floating around in my head. In the interest of full disclosure, I will now willingly admit that I am not an anti-cheat expert. Some of these might not be practical. Some of them might be ridiculous. In fact, I'm sure that the ideas lean that way.

Still, I think improvements are always worth discussing, and while I don't think these are perfect ideas or that they'd be easy to implement, at the very least I hope to start that discussion. Let's do this.


Review Multiple Demos in One Dispute

I've always thought that when an admin reviews a demo, at the most basic level he/she is looking for abnormal, unjustified behavior - a pre-fire, the perfect peek, a perfectly timed nade/flash, or things of that nature. Obviously, getting five headshots in five bullets while snapping your aim around wildly would also be a bit abnormal.

The problem then becomes defining abnormal.

A specific nade might be common practice for one person and totally unexpected to another. Players get hunches, they get lucky, or any number of things might happen over the course of one demo that can explain away suspicious behavior.

But if you're watching a player over the course of, say, five demos, things you initially thought were isolated incidents might look more like patterns. The disputed player always makes the right decision about whether to flash when the other team is faking at his site. Or he always peeks at the right time on pistol rounds/clutch rounds, but acts like a dufus at any other point in the match.

Basically, the more information an admin has at his disposal, the more informed his opinion becomes, and the more he is able to differentiate between luck, instinct, and things that have a pattern of happening because the player knows something he shouldn't.

Obviously, the difficulty here is that some unlucky admin now has to watch three demos instead of one. Which brings us to ...


Have a Tiered Review Process

This is a two-parter, but to sum it up I've never understood why the process is essentially the same no matter how many times a player is disputed, or the circumstances surrounding the dispute.

I mean, can't we all agree that a player disputed ten times in the span of a season is a little more suspicious than a guy who plays on a mediocre team disputed once in the middle of the season? Or that a player disputed three times at the Invite/Professional level is more suspicious than one disputed three times at the Open level? Not all disputes are created equal, right?

A tiered review process would certainly make the previous idea more tenable - you don't want an admin reviewing five demos every time somebody is disputed. That's a totally unrealistic workload.

Anyway. The basic idea is that people who keep popping up in the dispute queue would get more attention than a first-timer, and that people accused of cheating by guys like clowN, fRoD, zid, n0thing, or any other professional-level player, would get a little more attention as well, which is probably warranted considering the source and the fact that the top-level guys are playing for the biggest prizes.


Make Voice Recordings Mandatory

Of all the ideas, I think this one makes the most sense in terms of workload vs. benefit.

One of the things I hate the most about watching competitive CS is that it's too hard to tell when somebody had an amazing bout of intuition, or when they were just following a call from a teammate.

Basically, when you're watching a match you're trying to keep tabs on ten people at the same time. You miss some things. Then somebody makes an amazing prefire in the ninth round seemingly out of the blue. Did he do that because the same guy has been in the same spot at the same time for the previous eight rounds? Was it a lucky guess? Was his rotation that good because of something his teammates said?

Without hearing what the players are saying, there's a lot of missing information. This is true even if you're just watching one person - perhaps moreso because you don't see anything his teammates are doing. I think we all see the implications that would have on the demo review process, right?

Having players use ingame communication, or barring that requiring a ventrilo recording with the demo, fills in a lot of potential blanks. You're one step closer to having all the information the player has at his disposal during the match, and I think that means you're also one step closer to finding out whether a prefire was justified.

--

All these thoughts come down to this: imagine you're in the Finals of an online league. The team you're facing has been disputed twice already in the playoffs, and you dispute them after losing a close match. Do you want the admin reviewing one demo with no voice chat? Or do you want him reviewing all the demos from every dispute while hearing everything his teammates told him during the match?

I know which one I'd pick. I just hope the resources are available to make it happen or take a step in that direction.

Is there anything you've always wanted included in the AC process?

 

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Comments

#1 on 01/31/09 at 12:53 AM

Isn't it also possible to have a more invasive anti-cheat that doesn't just take screenshots or whatever but actually goes indepth and looks at all the processes running and everything hooked into hl.exe

I have no idea how it works/would work but I remember someone knowledgeable going into detail in another discussion on the same topic.

#2 on 01/31/09 at 12:54 AM

Great article! Really took my interest Keep it up!!

#3 on 01/31/09 at 12:57 AM

Great article LD!

#4 on 01/31/09 at 4:09 AM

in response to #1:

That may or may not work. That would usually work a handful of the time, considering the process would probably sound relevant to the cheat (aka cswallhack.exe or something really obvious), but smarter people who make these cheats definitely have the brains to make the processes sound innocent. Actually, my friend (who is a huge nerd ) installed a "playful" virus on my computer (while I was sleeping, haha), and it was a fake blue screen and such. The process was svchost.exe (which are pretty much mandatory processes, but I guess he created another one. I didn't really ask him about it, I just wanted him to get rid of it haha). If he could do that, then just looking at a list of processes doesn't give full justice.

in response to LANDodger:

All of your ideas are interesting and great. I'd also have to agree with you about anti-cheat clients not being fully reliable. However, I just think we need constantly improving anti-cheat clients, perhaps along with a bit of anti-cheat admin discretion. I say this because one's opinion can differ far more than another's opinion. Some lesser-skilled players get really fortunate sometimes. You could make the argument that "what happens if this fortune is consistent," and that's a good point. However, just judging how fortunate one becomes on a consistent basis is still not a good crutch to justify if one is cheating or not.

Innocent people have gone to jail. I'm not saying innocent people go to jail consistently, but the fact still remains. You can also easily assume that innocent players have been banned for suspected cheating before, albeit they weren't cheating at all. That's a horrible stamp to have on yourself for the rest of your gaming career, especially if you plan to play this same game for such a long time. Admins have been banned before for harboring cheaters. With that fact alone, doesn't that speak immense volumes?

I think if some of the anti-cheat makers (whether it's league clients like CEVO and CAL, or companies like Punkbuster and Valve anti-cheat), perhaps they should be presented such cheats themselves. This way, they can see how precisely the cheats are bypassing the system. Other than that, there really is no surefire process that is entirely trustworthy at the moment. Your ideas were definitely interesting (namely the ventrilo recording one), but with the fact that it's technically based on opinion, that brings up way too many questions. Referees in Super Bowl's have made very incorrect calls, and I'd expect nowhere better from a guy trying to tell if someone is cheating in a video game.

#5 on 01/31/09 at 9:29 AM

rotflmao at jesus!!!!

#6 on 01/31/09 at 10:03 AM

Really great article.

#7 on 01/31/09 at 11:08 AM

Why wouldn't a demo reviewer do something like keep a tally of suspicious activities and the tick / time at which they happened in the demo. That way if that person comes up again the reviewer of the second dispute, whether it be the same person or another, could easily just go to one of the previous demos and see if they are consistent. Or at least just keep a small log on certain quirks that happen with that player that doesn't seem consistent with a person who would be doing that well. It obviously wouldn't solve the whole problem but it wouldn't hinder it any at all.

#8 on 01/31/09 at 12:31 PM

Those are all fine and dandy but don't prove anything unfortunately. And a client going any more invasive would be considered an invasion of privacy which wouldn't fly when money is on the line. Just because a person has cheats on their computer does not mean they are using them for the given match or even at all anymore. I think the only way to legitimately catch somebody is to have a client that is as up to date as possible with all the current methods of cheating, and have the lowest false-positive percentage as possible.

#9 on 01/31/09 at 6:21 PM

To go along with your tiered review process- a progressively invasive anti cheat would be appropriate. A $10k online tournament would certainly justify an AC that sniffs more than the average ESEA client.

Another idea, albeit a fantastic one-

When prize money swells to the amounts it has been on lan, it isn't ridiculous to expect a "hardware" Anticheat. Something simple that relies on more basic "flags" that a person is hacking. No idea how it would work.

#10 on 01/31/09 at 10:06 PM

Claymore: That's actually a pretty good idea, but I have no idea how that would work either.

Great article though, and something that I've always been interested in too.

#11 on 02/01/09 at 3:29 AM

<span class="cquote">in response to #1:
in response to LANDodger:

All of your ideas are interesting and great. I'd also have to agree with you about anti-cheat clients not being fully reliable. However, I just think we need constantly improving anti-cheat clients, perhaps along with a bit of anti-cheat admin discretion. I say this because one's opinion can differ far more than another's opinion. Some lesser-skilled players get really fortunate sometimes. You could make the argument that "what happens if this fortune is consistent," and that's a good point. However, just judging how fortunate one becomes on a consistent basis is still not a good crutch to justify if one is cheating or not.

Innocent people have gone to jail. I'm not saying innocent people go to jail consistently, but the fact still remains. You can also easily assume that innocent players have been banned for suspected cheating before, albeit they weren't cheating at all. That's a horrible stamp to have on yourself for the rest of your gaming career, especially if you plan to play this same game for such a long time. Admins have been banned before for harboring cheaters. With that fact alone, doesn't that speak immense volumes?

I think if some of the anti-cheat makers (whether it's league clients like CEVO and CAL, or companies like Punkbuster and Valve anti-cheat), perhaps they should be presented such cheats themselves. This way, they can see how precisely the cheats are bypassing the system. Other than that, there really is no surefire process that is entirely trustworthy at the moment. Your ideas were definitely interesting (namely the ventrilo recording one), but with the fact that it's technically based on opinion, that brings up way too many questions. Referees in Super Bowl's have made very incorrect calls, and I'd expect nowhere better from a guy trying to tell if someone is cheating in a video game.</span>

Totally agree about still needing the clients, and to keep improving them. There is absolutely no replacement for having hard evidence if a person is cheating, and it does help eliminate things like admin corruption, as well.

Separately, clients and demo review both have strengths and weaknesses. When they're used together, they help to mask each other's weaknesses, namely that demo reviews don't provide hard evidence (like screenshots), and clients don't catch all cheat. Neither is a replacement for the other; they should be complementary, not supplementary. =]

Great response!

#12 on 07/13/09 at 5:04 PM

Yes, yes, yes, please have voice recordings (preferably in-game) for us demo watches, yes, yes, yes.

Oh, and for cheating, too.

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