Slashdot Mirror


Do Anti-Cheat Systems For Online Games Work?

Mr Wriggle writes "There is nothing worse than playing your favorite game online game, only to have someone frag you and your teammates blatantly using cheats. As many of you are aware, there are various Anti-Cheat systems available i.e. Punkbuster and Cheating Death. PunkBuster comes bundled in some games and is mandatory to play certain games on certain servers. I would like to ask the Slashdot community whether you think these systems work well, or do they cause more problems than they solve? Or is there a solution that the anti-cheat developers have overlooked? Additionally, is the locking-out of CD keys of people caught cheating the reason why more and more viruses attempt to steal CD keys of such games?"

11 of 131 comments (clear)

  1. Punkbuster by Xlipse · · Score: 5, Interesting

    I've used PB with the latest BF1942 release. I've had ZERO problems with it. I've also noticed a lot LESS cheaters (but still SOME!) on PB enabled servers, which is great. It's worked well for me... so far.

  2. Punks! by mahdi13 · · Score: 5, Informative

    I only play on Enemy Territory servers that use Punkbuster. I have had no problems with them (except when my client refuses to update so I have to manually update it, no big deal)
    I'd say the cheaters on these servers are few and far between, if one is discovered the admins are quick to remove them

    --
    "Some things have to be believed to be seen." - Ralph Hodgson
  3. Inverse by mugnyte · · Score: 5, Insightful

    Howabout a game that encourages cheating? Lag normalized, the constraints are the time you get to react to the incoming stream and build a response. Anything you can do with the incoming data is up to you. I know this gets away from "game" and more into code war, but that sounds more fun overall, especialyl if it lent itself to genetic algorithms. Eh, maybe I just miss Core Wars.

  4. Cheating Death by cronostitan · · Score: 5, Interesting

    We are running six Half-Life (HL) servers with Counter-Strike and Natural Selection Mods and have found that Cheating death is the best viable solution.

    Valve (the makers of HL) are offering their own security engine but its almost worthless since it gets updated rarley and it is aimed to detect cheats only.

    Cheating Death on the other hand is aimed not only to detect but to prevent cheats (for example by moving the things you arent supposed to see anyway (player behind wall) to the players back). Because of this Cheating Death can't catch a cheater but his cheats are becoming useless. In addition to that Cheating Death is updated very often and so it is able to prevent most cheats.

    Conclusion:
    A anti-cheating engine that isn't updated regulary is almost rendered useless in a long run.

    --
    Spelling errors were made for your amusement only...
    1. Re:Cheating Death by grumpygrodyguy · · Score: 5, Interesting

      We are running six Half-Life (HL) servers with Counter-Strike and Natural Selection Mods and have found that Cheating death is the best viable solution.

      I'm a veteran CS cheater. My favorites were the old speed cheats, and the 'complete' aim-bot, auto-kill cheats that allow you to kill sometimes 15 to 20 people in 1 match.

      I was shameless, and loved joining 32player servers just to rape everyone on the server until they left in disgust.

      Now you proobably won't see that in a CD or PB server, but most servers are public and people play very casually...usually searching for thier favoriate map as opposed to thier favorite server.

      Now I had a very good (6 months?) of whoreage before I was finally busted for good, there is some kind of network which is reported to by admins that regulates WON IDs for all players. If a particular WON ID gets many consecutive complaints...as surely mine did because I cheated like an SOB...then that person's WON ID can be blocked.

      My WON ID was blocked for 6 months...that was it...I couldn't play any more CS for 6 months. Let me tell you it was very effective, and I stopped cheating as a result of that experience.(Well...stopped cheating at CS anyhow ;) )

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
  5. PunkBuster works pretty well by JMZero · · Score: 5, Informative

    Lately I've been playing Enemy Territory mostly, and only on PunkBusted servers. For a while, wallhacks were fairly common in ET (when you're spectating someone, detecting wallhackery is fairly easy) - but I haven't noticed a cheater for a long time now.

    PB seems to work as advertised, and has never given me any problems. If it's letting some cheats through, it's not enough that it would affect my enjoyment of the game. If someone cares more about the outcome (or their performance), I suppose they may want a more foolproof tool - but PB is good enough for me.

    --
    Let's not stir that bag of worms...
  6. Different goals... by malakai · · Score: 5, Informative

    The first goal of most games is to be 'playable' over broadband with moderate latency. In order to accomplish this certain tradeoffs must be made. These are not bugs.

    The 'long' jump in Quake is hardly a 'cheat' that PunkBuster is designed for. PunkBuster purpose is to remove client mods that give you auto-aim, radar/enemy position info, and enemy texture/highlighting type cheats. All of these involve modifying the client.

    Yes, the client knows where all the players are. Yes that is a weakness. No it can't be fixed easily, because we have to deal with 60ms-200ms one way latency. That requires some think ahead, which means giving the client more info than they should have. If this was any other type of software than a FPS game we could suffer performance for security.

    Programs like Punkbuster use arms-race philosphy to try and stay ahead of the cheat makers. Far less time goes into defeating a specific cheat, then it does to build that cheat. One small change to the pb client and away goes 2weeks coding work of a cheat-maker. PB tries to guarantee the client environment, including memory, and what they see on screen. The pb screen captuing util is the best defeense for an admin.

    Having said all that, it's logically impossible for them to do this 100% effectively. You can not control and audit access the the system memory and devices on modern day motherboards. Anything you have running to check this can be modified.

    It will take technology such as Pallidum to make true 'anti-cheat' and balanced playing environments. I welcome the day game programmers can trust the client and leverage caching techniques that require pervasive knowledge of the game world. It will make games faster and more enjoyable for a broader range of peple in geographically disparate areas.

  7. Re:similar question on misc@openbsd.org by ctr2sprt · · Score: 5, Informative
    Cheats are just creative uses of bad loops, or algorythms in the code (for example the long jump in quake III if you had a fast video card).
    No, those are exploits. Most cheats hook programs or key DLLs (like opengl.dll) and replace parts of the code, for example to aim for the player or make his walls transparent. If you're not that familiar with Windows, it's functionally identical to... I forget the exact environment variable name, it's LD_PRELOAD or something. It's not possible for programs to prevent this, as the replacement occurs at the level of the dynamic linker - the application has nothing to do with it.

    The issue is that you can just as easily use this trick to bypass protection methods like CD and PB. And, much like antivirus software, even small changes of existing cheats/viruses will usually elude the fingerprint checks of countermeasures.

  8. Push hasn't come to shove yet mostly by MMaestro · · Score: 5, Insightful
    After reading everyone else's comments, I noted that most of the "successes" anti-cheat programs have attained are largely in the FPS genre and centered around only a few games (namely BF1942, Enemy Territory, Half-Life+mods, and SOF2).

    However, I think both the previously made comments and the news report itself is asking a different question for a different topic. Read the title again.

    Do Anti-Cheat Systems For Online Games Work?

    Note the fact that it merely states 'Online Games', yet everyone here is talking about FPS games. Well what about games like Warcraft 3? Theres currently no Punkbuster support for it (although Blizzard is doing a fairly good job at monitoring and banning cheaters). Theres no (effective 1st party) support for anti-cheating programs for Half-Life and its mods (Punkbuster and Cheating Death don't count).

    What I'm trying to say is that this generation of anti-cheat systems is nothing more than a "warm-up" for next-gen games such as Half-Life 2 and Doom 3 (and maybe UT2k4 we'll have to see how its accepted though since its shipping on SIX CDs). We know pretty much anyone who considers themselves a gamer will pick up either HL2, Doom 3 or both so the chances of cheats being written is obviously high. When HL2 comes out (since its being released first), expect to see a complete change in the way anti-cheat systems are implemented in games.

    Oh, and to answer the question: Yes, they do work. For now.

  9. False Postives by KurdtX · · Score: 5, Interesting


    I knew a guy in college (back when the anti-cheat programs were just getting popular) who was really good at shooters (particularly UT). In fact, he was too good: if he played on servers that had aimbot detection on he would get banned if he was having a good night. On servers without anti-aimbots the players would decide he was cheating and ban him after a while too. Unfortunately he had to completely retreat from public servers, and only play with people who knew him, although they still bitched about how accurate he was. I actually sat behind him and watched as he would catch a glimpse of someone on the other side of the map, move to a better location, and then heatshot them a few seconds later. He mostly used the sniper rifle, but just because of it's increased power (he got body or head on 90% of shots, so he mostly didn't need more than one shot), he usually made most of the flag caps for his team too.

    --

    Kurdt
    I'm not anti-social. Just pro-technology.
  10. That happened to me all the time by Orien · · Score: 5, Interesting
    I don't really have time to play games anymore, but when I was still a student I was hooked on the original Unreal Tournament. Me and a friend of mine were in a clan together and neither one of us ever cheated. Ever. But you know what? We got accused of it all the time. Especially him. I would sit there and watch him and it was amazing how good he was. Almost every map we would play on any server he would have the most frags by about 100. I would be number two about 10 higher than most people, except on 'thorns'. Man, I loved that map. Both of us could get 200 frags and be miles ahead of everyone else. I used to get so tired of these whiny teenage wimps not having enough ego to admit that we were better than them. They would start calling us cheaters and convince the admin to ban us. It got hard to find servers to play on. Of course my friend didn't help the situation any because he loved to talk trash and that would further lead people to think that he cheated. You can imagine the senario:

    "How did you kill me!!!!!111 I had full armor and health!"
    "It's called a headshot. Get used to them."
    "WTF!! You kill me every time I walk around that corner!"
    "It's called 'aim', you should get some"
    "This SUX0RS. You are using an aim bot :("
    "Aim bot? Is bot short for robot? I don't have one of those, but your mother says I love like a robot"
    1@|\/|37_69 voted to kick+ban You_Suck

    So let that be a lesson to all of you out there. Sometimes people ARE just that good.