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Client-side anti-cheat is a futile endeavor these days and besides being ineffective probably is user-hostile too. Server-side machine learning is the way to go.

Also the server should not send info a legitimate client have no use of.



>Server-side machine learning is the way to go.

If it has 99% accuracy, then you're banning thousands of players

have fun dealing with tickets for them & review process

>Also the server should not send info a legitimate client have no use of.

do not games send "too much" in order to play around networking constrains?


> If it has 99% accuracy, then you're banning thousands of players

Obviously you can't just automatically permaban people if the system is not based on a technical inspection of the player's system. Instead you have to bar them from playing for a few days or so.

Even VAC reverses bans sometimes.

If you are looking for a perfect solution there will never be one.

> do not games send "too much" in order to play around networking constrains?

Maybe the newest games does that. CSGO and other popular games send complete positions and what-not to every player.




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