• Valve developed a deep learning system to bust CS:GO cheaters
    14 replies, posted
https://www.pcgamer.com/vacnet-csgo/ All popular multiplayer games fight never-ending battles against cheaters. But as Counter-Strike: Global Offensive rose in 2014 to become the most-played FPS in the world, a few things made it particularly susceptible to hacking. As the 10th game released on Source (and the third mainline CS), there were already piles of knowledge on how to tamper with Valve's engine. Hacks built for ancient stuff like Half-Life 2: Deathmatch could, with a few minutes' tweaking, perhaps function in CS:GO (although Valve says they'd be trivial to detect). Design-wise, the traits that make CS:GO a skillful game of angles and accuracy also make cheats more effective. Weapons are highly lethal, so putting those guns in the hands of aimbots makes them even more devastating. And CS:GO's focus on information and stealth means that knowing the location of your opponent is invaluable—fertile ground for wallhacks. CS:GO's fight against hackers is "important, valuable work" according to Valve, but if you've played the FPS, you may have noticed a couple years ago that things were beginning to get dramatically better. Not only did Reddit complaints and frustrated replay clips of cheaters seem to circulate less frequently, but the perception of cheating—as hazardous as anything to a competitive game's health—seemed to dissipate. We published stories of high-profile bans, along with news of thousands of cheaters getting banned in single waves. How was Valve purging most of these jerks? In one of the only in-depth moments of transparency on this topic, Valve programmer John McDonald spoke at the Game Developers Conference last week in San Francisco about how he and Valve used deep learning techniques to address CS:GO's cheating problem. This approach has been so effective that Valve is now using deep learning on "a bunch of problems," from anti-fraud to aspects of Dota 2, and Valve is actively looking for other studios to work with on implementing their deep learning anti-cheat solution in other games on Steam.
"This approach has been so effective that Valve is now using deep learning on "a bunch of problems," I wonder if they ever used this sort of thing with Steam Support before actually having a dedicated team on it after a community backlash. I still get a ton of cheaters in the demos I recieve as an overwatch investigator - people who really have no idea how to play and barely try to hide their obvious walls in most replays.
Now please make a version for tf2, Valves own tf2 servers are filled to the brim with hackers, bots and ddosing. Its well past silly.
And it's not that great.
Except all VACNet does is throw demos that it thinks are aimbotters into overwatch. Overwatch is still required for an actual human to go over the demo, because a 90% accuracy rate is nowhere near acceptable for autobans.
I'm pretty sure Overwatch is used for those few cases that actually manages to slink through VACnet rather than because VACnet dont work.
VACnet is supervised learning. Overwatch makes up part of the training data.
since when the hell did that stop cheaters?
Meanwhile data from the CUserCmd struct can be used to automatically detect 99.9% of current aimbotters and detection for VTable/VMTTable hooking could detect 99.9% of current cheaters overall. But man it's valve, the people who wrote initial VAC probably don't work on it anymore, the people who wrote stuff like the initial movement shit probably left or work on other stuff now too. typical valve
ye but that isn't the main point of my rant. My main rant point is, there are so many things they could've done. A ~100 line detection would've been enough to weed out most modern cheaters. There are so many diff things that valve could've done to improve their existing systems, and instead, they decided to grab a fuckton of CPUs and throw a AI at the problem.
You make it sound so easy, but hey what do I know.
They could be analyzing the data sent to the server WITH the AI, hopefully catching more subtler stuff like triggerbots. I'm hoping Valve hasn't wasted their efforts building an AI when they could've installed SMAC on their servers to catch obvious rage hackers.
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