Fighting Online Game Cheating in Hardware
Monk writes "Multiplayer games these days have one problem. Cheating. Cheating is out of control because of failed attempts by software such as Punkbuster, and VALVe's Anti-cheat (VAC). Now it seems that could change change with Intel's own Anti-cheat Software/Hardware."
for a social problem
anything designed by a man can also be broken by a man
the only remedy for human antisocial activity is human social activity. no technology will change that fact. and if you think it can augment those who intend good, then you're right but you must also bear in mind that it can also augment those who intend evil
this applies to security cameras, file trading on the internet, etc. as well as game cheating
intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
How about just adding cheats as elements to the game? Players like radar? Add it. The ability to see through walls? Auto aim, auto trigger? Make them power ups. Don't fight it, integrate it.
The Quake fiasco has already taught us plenty about this: don't trust the user.
We at slashdot are scientists, specialists and kernel hackers. Your FUD will be found out.
It appears to be yet more DRM designed to ensure that peripheral inputs match those received by the game.
This does not address the issue of cheats that allow the player to have information that he would otherwise not have, such as seeing through walls. Nor can it detect proxies.
Like all DRM, it sounds like it will cause legitimate users more problems than it will cause to cheats and crackers.
Nobody seems to care how good a game is, "the game" is all about finding ways to cheat no matter which game you're playing.
Wanna fight ? Bend over, stick your head up your ass, and fight for air.
How am I supposed to cheat now?
I suggest we call it "Battle Of The Gods"
The whole concept of anti-cheating is based on making a chip comparing input on mouse/keyboard to input into the program.
So how about:
1: Software that wraps this chip, and returns "true" all the time ?
2: Cheats that does not emulate keyboard or mouse input ? (like radars, spike skins, you name it)
3: Software that generate keyboard/mouse interrupts ?
4: The fact that someone would not buy a CPU/MB with anticheat stuff in it if you intend to cheat. You'd just have a dummy driver emulating this hardware or something.
This only seems to be able to solve a very small portion of cheats.
Probable impossibilities are to be preferred to improbable possibilities.
Aristotele
So it compare's key/mouse input from the user.. so you get some engineering students and build a par-port output that loops back in as mouse and keyboard-shunt input. A good afternoon or 3 and some beer, and a few engineering students could overcome that problem, and be selling the solution to cheat-software-makers before the intel crap hits stores.
meh
Doesn't it reek of vendor lock-in?
Exactly like DRM, I am sure this restrictive method will work flawlessly! I think Intel is making the right choice by using something you can't update against an entire army of hackers!
Blame Canada!
a key logger?
The concept is simple, the chipset records all input from the keyboard and mouse, and the game does the same.
Bite my shiny metal ass.
All you can ever hope for is checking that the packets sent by the machine are those sent by the machine. You might be able to control how the software behaves on the machine, but you will never stop a user without your hardware protection from sending the exact same packets.
We at slashdot are scientists, specialists and kernel hackers. Your FUD will be found out.
This handy device fits in a computer's 5.25" inch bay and if it detects cheating a razor sharp knife comes out and relieves the offending player of the little (as is always the case with cheaters) piece of manhood that the loser has left. (Towels to clean up blood not included).
I'm looking forward to the time when I can't play a game online because some POS hardware/software thinks that my MP3 or video encoder is a cheat mechanism.
Lame, very lame. And you KNOW this will eventually happen. Some harmless software program running at the same time as a game will screw your online play without lube.
Why can't the game devs shift focus away from DRM & etc. and try building a solid product that doesn't NEED a third party anti-cheat software running? It's called internal testing, FFS. You made the software yet you can't find the holes, meanwhile some smartass 15 year old Russian just reads your code and goes "Oh! Look at what we have here!"
Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
A friend of mine plays the Final Fantasy XI MMORPG on PlayStation 2. I rigged a little box with a bunch of timers, relays, the heart of a USB keyboard which can repeat timed sequences of game macros without supervision. It works wonders for some "skill-upping".
Intel's little trick wouldn't detect that as it involves no software at all, no injection of keyboard events. As far as the console is concerned, it's a keyboard, period.
I could go a whole lot more sophiticated and build a USB box that would emulate both keyboard and mouse events. Marry that with software that can "look" at the screen data and recognize patterns, and you'd have yourself an automated player.
Go ahead Intel, invent better traps. We'll invent better mice.
What about tablets, tackballs, and people who have multiple USB pointing devices hooked up- monitor them all?
Who would exert any effort on this problem? Aren't there enough real problems like cancer, famine, and missing bees that we can get Intel working on? Is cheating in a game really the priority for our greatest minds?
This is actually already implemented by Microsoft in their Xbox and Xbox 360 consoles. I like knowing that, while Microsoft can't do much about exploitable bugs in the games (the sword-flying in the first version of Halo 2, for example), they can easily boot people from the network if they know they've modified their hardware in any way to enable cheating. It would be interesting to know what their record is, and whether anybody's figured out how to bypass the system.
Comment of the year
Can't wait for the new spam now.
"Download Intel Anti-Cheat update here! http://foo.bar.baz/Intel_Update.exe"
Now the spammers have a little bit of hardware to read keyboard input installed already for them?
Your hair look like poop, Bob! - Wanker.
How about only sending data to the user, he/she actually needs. This fixes the seeing through the wall problem.
The only thing an online game should be taking from the user is his input (keyboard, mouse), all calculations (except rendering the game) should be done else where, and all the game data the user doesn't require (or see) should be kept away from user's computer.
Then only one attack vector remains. With proper input checking (not on user's computer) one could probably significantly reduce the problem of aimbots and eliminate any speed hacks.
I find it very troubling that this whole new "anti-cheating" technology looks a lot like some beefed up hardware keylogger which not only will be present in every computer out there but also will not come with an off switch. Sure, the reason to push this new trusted computing feature is those damn cheater punks who enjoy them unlawful fragging or that pesky spyware, which only affects ill-managed insecure platforms. Yet, what about the danger that this new feature presents to privacy? I mean, it's a keylogger paired with a communications component which will be present in virtually all desktop PCs. Does gaming free of the occasional cheater trump privacy nowadays?
Slashdot, fix your code or at least hire someone who is competent at it to do it for you.
Wow, I had no idea Punkbuster and other anti-cheating applications caused cheating. It's too bad the top poster didn't post his information regarding this claim... it would have made a far more interesting discussion than some lame Intel hardware.
The players don't like radar. The cheaters do.
Following your logic, the game would offer the ability to instantly kill any enemy, at any range, automatically. Regardless of intervening obstacles.
Yeah, that sounds like a fun game.
Cheaters want those because cheaters don't want to play by the same limits that everyone else does.
now, for the explanation..
just what do you think will happen when things can be censored or monitored at the source of the input?
i'm using a rather innocuous example of a first post gone awry, but what happens when **insert nasty shadowy agency here** decides that they want to be able to scan encrypted data?
why.. get the data before it's encrypted, of course.. how do you do that? why, a key logger that 'allows' you to play a certain game, of course!
now, i'm not suggesting that the average gamer routinely inputs data that the government wants, or even that intel has any special interest in doing this.. but on the other hand, what happens when your biggest rival in the game has figured out how to tell your computer that it no longer recieves "intel approved input" and so your character simply stops responding to commands..
the point of all this is that if you're going to try to do things that make it harder to cheat, you'd better make damn sure it can't be misused.. i'm sure we've seen enough of the arguments on here over the last 5 years about how seemingly benign laws and technology get misused by with those with an agenda..
and i for one don't want to see it come to my games too, because my fear is that someone will think of something more nefarious than i can, and voila, he's already got the tools in place on literally THOUSANDS of computers worldwide. oh but wait. nobody ever attacks windows gamer boxes, right?
ok. thanks for letting me vent about that, i'm sorry the joke wasn't clear enough the first time, and that i had to have the discussion with myself instead of you folks.
have a nice day.
Moo.
..is that the server, at some point, has to trust the data the client is sending. Now there's client-side anti-cheat software that will do things like try and make sure that external applications (not entirely unlike the old TSR cheats of lore) aren't altering the data in RAM before it sends the info back to the server. But that client-side anti-cheat software can-and-will be defeated. Eventually there might be an anti-cheat relying on TCPM sort of things, but eventually somebody will just make a TCPM-less version indistinguishable from the TCPM type by the server.
/kill'ing them (rather than banning - as they'll just be back) and ousting them in public. )
So the only proper anti-cheat lays with the server. But there you hit a problem. You can, for example, prevent some cheats that way. Somebody lobs 2 nades while the server knows he only has 1? Cheating. Somebody moves all over the screen, faster than the player can actually run? Cheating. Wait - or a laggy connection.. or a bug. Tread with caution there. Caution means a margin. A margin means a margin for cheating. Okay, so you don't have your cheat make your player run at 200% - you just make him run at 105%. Still an advantage, and the anti-cheat won't catch it because of the margin. And even when you can detect all the -technical- cheats (more ammo, faster reloads, increased speed, greater jetpack fuel (if there's any), that leaves you with the cheats that cheat the User Input. Aimbots and the like - which can be extremely difficult to detect.
In the end, you can't 100% prevent cheating. But you can make the landscape unattractive enough to cheat in by at least trying to prevent it and having an actual human being look at suspicious behavior from time to time.
( I admin at one of the more popular Soldat servers - we're virtually cheater-free because the cheaters know they'll be busted in no time and their cheating fun ruined by us
Remember folks, although the remote attestation features of TCPA could be used by online services to force you to use a particular "trusted" application/OS stack, locking you in to a configuration like "IE on Vista", that's not why they are there.
.*BSD or whatever. It's your choice.
The point of TCPA isn't to enforce DRM or strengthen software monopolies. It's all about things that benefit you, like preventing cheating in online games, and... erm... many other things.
TCPA is a misunderstood technology. The EFF, the FSF and security experts are just making a knee-jerk reaction to something that they don't understand. Let me explain:
1. TCPA doesn't take away your ability to run whatever software you want. If every online service requires you to use (say) Vista, and uses TCPA to enforce this, you can just opt out of the Internet entirely and carry on running Linux or
2. TCPA doesn't spy on you, although it might be used to prevent you modifying software that does. But then you can just opt out of using that software. Again, it's your choice.
So, say yes to TCPA! Like atomic bombs and subdermal RFID chips, the technology isn't inherently evil, and it will certainly never be abused to reduce competition in the software marketplace, preventing free software interoperating with online services.
>north
You're an immobile computer, remember?
Really? Just one? What about:
Bad design
High prices
Poor performance
Steep system requirements
Bugs
Want to fix this in gaming universally and quickly? Employ the usual detection methods then rather than banning (which just prompts signing up again under a different name) simply tag all their account information with an icon designating they are cheaters (I recommend a big scarlet C). Have it follow them around for a set period of time (1st offense 1 month, 2nd 6 months, 3rd 1 year, 4th lifetime). It sounds harsh but I would go so far as to extend the cheater flag to apply to any future account made with matching personal info during the penalty period, sure it might irritate a roommate or family member but that will only assure it doesn't happen again. Public embarrassment works much better than banning.
Now the BAD guys(gov included) will gave an easy time to install keyboard recorders, it is already there!
All software anti-cheat systems are flawed because they include things other than cheating. I get kicked by Punkbuster for high ping on gaming servers.
The trouble with anti-cheat systems is that the developers have no ethical standard. They tolerate inconveniencing legitimate players to ensure that the cheaters are stopped as well. The law would see things differently. The law believes in letting some criminals go to ensure that it never punishes an innocent man. Flawed though it may be, it works far more often than it fails. Punkbuster is the complete opposite, and what's worse is that Punkbuster is full of bugs. I get kicked from servers several times a day and the only message I get is:
"Punkbuster
[Ok]"
All complaints to the company fall on deaf ears. And because EA chooses PB, I am stuck with a company granted an artifician monopoly by another company, and have no choice but to have a greatly diminished experience. Nothing is worse than screwing a gamer over in the heat of a competitive match, and that's what PB does too often.
...who's Core2 MMU can potentially be exploited from userland code.
Give it up Intel, I don't game and I don't want TCPA bullshit on my boxes.
That I am going to lose about 1/2 secound of sleep over. .... what was the problem again?
I may even forget the problem by the end of the
Most of the "cheating" I've seen is only in the minds of kiddies who don't understand the effects of latency, and the ability experienced players have to compensate for it. Gaming would be 1000% better if these kids would just grow a spine.
Strange things are afoot at the Circle-K.
Except for lag macros that make you appear to be a few yards away from where you really "are" I haven't really experienced much in the way of cheating in WoW. It could be that I am just ignorant I guess, but their combination of Warden (ugh) and a strong client server protocol seems to be pretty effective.
...But I digress. TREMBLE PUNY HUMANS!ONE DAY MY SPECIES WILL DESTROY YOU ALL!
It works really well, except that people aren't sufficiently willing to assume mastermode. All the same, serious gamers do do so, so 'serious' games aren't disrupted for very long.
Wikileaks, no DNS
Only 6/10 I'm afraid, add an analogy and profit step for full marks.
So should we integrate letting players move faster than allowed by the game, or pingbombing your opponent if he shoots at you (or if you shoot at him)? How about forcing other players to drop from the server, should we allow that too?
Your post demonstrates an ignorance of what cheaters are doing. It's not just looking through walls.
You can't trust the person, you can't trust the hardware or the software you can't trust anything which comes back from the client machine.
Da fix? A cross game registry of gamers with identities linked to real addresses and bank details. Something which all the online games can query, though I'd go with hashed values for bank details/address etc rather than real ones. You get caught cheating, you get marked as such. To get rid of the marking you need a new identity.
Will it stop it? Mmm look at the athletes who take drugs, I doubt it. What getting caught would do though is ruin the gaming life in all the games which use the registry. Gaming environments could be split into two areas. One for trustworthy gamers, one for cheating scum.
Deleted
Do you hear that sound often?
This may lead to anti trust lawsuits if games force you to have this as people will not like being locked in to Intel chip sets and high end games will not want to give up nvidia SLI chip sets for this. Also this may give a big boost to AMD in the AMD VS intel lawsuit as it is braking anti trust laws for Intel to not give this a way for free to other chipsets to use if this ends up being needed to play some games.
Certain keyboards will still work for cheating...IF macros are performed by the keyboard itself through some memory in it rather than reading a macro file on a computer. I wonder if the G15 is in that group.
I don't agree with your "social problem" fix thing. Cheating is both a social problem and a tech problem.
Given enough bandwidth and computing power on the server end cheating can be stopped or nearly so. This is a rather hypothetical statement, however, because I don't see either of those requirements coming in my lifetime.
Cheating is enabled mostly because the server must provide too much information to the client so that the client can do it's own calculations thus reducing the workload for the server. For example, in Counter Strike each client has most of the graphical data. Maps, models, etc. The server then only has to send positional data about the other players to each client. The client can then do the calculations needed to render the world as seen by the player. What this means is that if an opponent is standing behind a wall the client PC "knows" about it even if the player should not. If the player hacks the software he can display the hidden player. Further since the client knows the exact position of opponents the player can hack the software to allow auto aim etc.
If we had enough bandwidth and computing power the server could do ALL of the work and provide the client with prerendered scenes. The client PC would not be given enough information to do an effective cheat. The client PC would be more like a dumb terminal.
Of course this would require bandwidth and computing power on the order of what is depicted in the StarTrek series.
Who knows... Maybe someday...
The race isn't always to the swift... but that's the way to bet!
Just how are they planning to authenticate the computer as being an intel one with a trusted hardware module? You know, seeing there is no secure authentication system that is not based on trusting the user... What shall stop me from virtualising the whole intel platform on an AMD box? The only way this could theoretically work would be to have a small quantum entangled system with one particle in the computer and another back at Intel. That way they would actually have physical access to a part of your computer, but the technology to implement something like that at anything less than an astronomical budget is at least a century away.
But technology has moved on. For one, hardware is far more complex these days. The idea of having to hit modern hardware from scratch sounds nightmarishly complicated.
For another, the PC philosophy is that you can use many different types of sound/video/etc hardware because they're supplied with drivers. If there was no OS, the game writers would have to write their own drivers for *every damn card that they expected it to run on*. And that's assuming that the makers were willing to release the specs to their cards anyway, which very often isn't the case.
In short, you'd have to duplicate the functionality of large parts of Windows XP, the sound and video drivers, DirectX, networking, blah blah blah.... all from scratch. You can see why this isn't going to happen just to stop a few kiddies cheating, especially since it would likely get cracked quite soon anyway.
"Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
Software that compares the input from the hardware with what the game sees? No problem: just make sure that the input comes from the hardware itself, and not from a piece of emulator software.
I built a cheat box for GTA San Andreas soley because I am lazy. The game requires that the player have their character "exercise" in a gym in order to build strength and stamina. I didn't like the idea of abusing my fingers and keyboard by rapidly typing the necessary keyboard combinations, so I buit a box with three big buttons on it that emulates a USB keyboard. It emits the correct key combinations when I press a button. (NB: I didn't use a programmable keyboard because I'm a hardware guy and was playing with USB anyway. I like my form factor better and used actual arcade game buttons for feel and durability.)
Want to run on the treadmill for the maximum allowed time? Press and hold a button. Want to lift heavy weights quickly and repeatedly? Press a different button. Yes, folks, I was cheating at virtual exercise.
It actually gets worse. I got tired of holding the button down, so I set an old disk drive on it. Then I could just sit back and watch my character get buff. This was the ultimate in laziness: I was cheating at cheating at virtual exercise.
For fark's sake people. A statement like "there is no technological fix for a social problem" is just important-sounding nonsense. Really? We seem, after all, to have prevented the problem of people physically reaching out across the internet and strangling people... I have yet to see anybody do this (as much as I'd like to sometimes). Parent poster completely ignores the obvious problem with his arguments: that ALL defense mechanisms are not about absolute defense, but about reducing the rate of successful attacks and/or increasing the barriers to entry (such as technical sophistication, equipment, time, etc) that an attacker must invest in to be successful. Security guards and alarm systems do not prevent all bank robberies - but it is safe to say that there would be more robberies if those things didn't exist. Same here. You may have technological issues as to exactly how much such a hardware defense would decrease the amount of cheating, but it seems fairly obvious that, if implemented, this figure would be greater than zero.
The question is whether this is effectively a keylogger. If the device does something like compute an MD5 of the last N mouse and keyboard events, readable by the game, that's fine. If it keeps the whole event stream and makes it accessible to any application, that's a major security hole.
Not that it really matters. The future of commercial gaming is consoles and mobile devices, not PCs.
There is exactly one way this could work, and it will limit flexibility to a large degree, and it's doesn't sound like it's what they're doing. Also, that one way won't work:
Hardware signs all of the input, which is transferred verbatim (or equivilant) to the server, which checks the signature *and uses that exact input* for game input.
And that won't work. Here's why: http://opnrzr.sourceforge.net/
The Razer Copperhead is readily available and easily modified to incorporate any aimbot you want. Just tell the mouse (either via USB, or if Intel's smart enough to check that, one of the mouse's other inputs) what to send, and have it send it.
There are other mice with modifyable firmware, keyboards with modifyable firmware, and you can get generic USB hardware like the hardware in the Razer Copperhead and make it in to whatever you want. The Copperhead itself can act as many different USB input devices, and does act as both a mouse and keyboard with default firmware.
From the perspective of playing FPS: It's easier to just consider cheating as part of the game. You're invariably going to encounter someone who's better than you - whether they're cheating or legitimately great at the game. It's just part of the challenge. There are, of course, the people who use cheats to make the game pointless (ie. they become ridiculously efficient at winning) but when this happens it's usually pretty easy to see what they're doing, and kick them out.
I must admit I have worked on a few simple cheats in my time for various games that were already hacked to shit by the time I got into it (read: I'm not bragging to be some super h4x0r, I'm just saying I have looked at and played with and edited code others have already written to implement features other people long before me had figured out) and I haven't seen a cheat in YEARS that simulated keyboard/mouse input. Maybe the old ogl hacks of counter-strike 1.x-1.5 because they didn't have access to the games engine itself but past that every hack out there has only used keyboard/mouse to let the user configure the cheat in game. In no way did it ever send keyboard/mouse events to the game to simulate play. Think about that for a second, how ridiculous would it be to say "the mouse moved to the left" "the mouse moved up" over and over again until the player was aiming at the head of other players. So many variations could throw that off and make it inaccurate such as mouse sensitivity and the number of function calls you'll need until the mouse is pointing at cord x,y on the screen your data of where the target players head is very likely out of date by now. Now instead you simply calculate the vector between you're pov and the enemies head in game without having to convert 3d vectors to 2d screen cords. Then make a single function call to change your view to that vector and one more to fire. No keyboard or mouse activity was simulated and the functions that were called are normally called AFTER the game has handled these inputs therefor already bypassing any check the game would make with Intel's anti-cheat. Intel: They didn't press anything Game: nope they did not. This is how cheats have been working for a LONG time now, Intel is about 10 years to late with this method. Instead developers should write their server's to not trust anything from a client and tell it nothing that it doesn't need to know. Even more recent games are guilty of this for example BF2/2142 tells you the location of EVERY PLAYER on the map, their health, their name, and a WHOLE LOT OF OTHER SHIT YOU DON'T NEED TO KNOW. In addition to that BF2 and 2142 trust the player to know if they are commander, what team they are on, what squad they are in, and AS THE COMMANDER TO TIME THE USE OF THEIR OWN ASSETS. A simple *(*BYTE)(0xD3ADC0D3)=1 re-enables the assets with absolutely no check by the server to see if enough time has passed since they were last used. Cheating isn't going to stop anytime soon but you could at least stop making it easy. Punkbuster and VAC both failed from the get-go(cat and mouse games are forever lost). Games need to be designed from the ground up with the possibility of cheating in mind. This isn't a client problem, its a server problem.
I mostly play Battlefield 2142. It's a buggy piece of crap, but fun, and cheating is relatively unusual due to:
- Actively administrated servers & agressive banning of cheaters
- Well integrated and maintained PunkBuster
- Decent game maintenance
The game is not well written, but exploitable bugs do get fixed (usually fairly quickly) and cheating isn't so prevalent as to be a serious problem. I've definitely run into it a few times, and most of that was exploiting geometry glitches to get to places that shouldn't (yet) be reachable or to fire from inside solid structures. I've only ever encountered a one or two fairly obvious aimbots, though I'm sure they're around more than I notice.
The thing is, cheating doesn't make you smart. Giving yourself 360 degree vision with translucent walls and an aimbot will probably make you seriously lethal (if disoriented), but few cheats are that effective. An ordinary aimbot user still needs to be aware of you, facing roughly the right way, and to have fired in time. Being smarter and getting the drop on them with a knife (or sniper rifle) does the trick, as does running them over with a tank. The fact is that the majority of cheaters are in fact complete retards, and generally can't stand up to any decent player except in a direct firefight.
That said, BF2142 is designed so that players with improved tactics, better communications, more effective co-operation and a superior grasp of what their enemy is up to can beat twitch-gamer types more often than not. I can see how in, eg, CounterStrike, these people would get seriously annoying.
Is that a reference to the horrible, horrible, Chinese pirated Attack of the Clones (subtitled in english-chinese-english translation)?
That always cracks me up. Vader's "NOOOOOOOO" becomes "DO NOT WANT!!!"
Don't thank God, thank a doctor!
...it won't beat this one for sure:
http://www.battlebricks.com/wiigobot/index.html
Well some of us nerds are busy earning money just like you, but we do it by making video games :P
Stop talking sense. Reality's shades of grey are confusing and blur the crystal clarity of black/white dualism. Subtle distinctions are not the path to karma.
Incredibly poor logic and a crappy analogy.
I will have a sig when the market demands it.
"16MB (fuck off, MiB fascists)" - The Mighty Buzzard
Why don't game makers ship a hardware dongle with their software??? It's easy, ultra hard to defeat, and the cost is minimal.
Intel's "fix" is to monitor the keyboard and mouse and detect if any extra inputs are getting to the game that it's hardware does not detect as actually originating at the keyboard or mouse. The claim is that any such inputs must be coming from cheat codes such as bots.
However, this is bogus and flawed in a couple of different ways. It fails to allow for alternate input from common input device drivers that most would not consider cheating. This would include the popular Logitech G15 gaming keyboard's macro keys, joysticks with multiple function keys, even mice with extra programmable buttons, and the Belkin and Saitek gaming "pads". These last two alternate controlers are used by many handicapped gamers who have lost one limb and it allows them to play games that would otherwise require two hands (although they hardly completely level the field).
At the same time, the "fix" seems to do nothing for other types of cheats that are not input related. Players who change their systems so that they can see through walls, so that their character is harder to see in FPS games or so that other players are extremely easy to spot in such contests are ignored as a problem in this "fix", and that, of course, addresses only some of the ways that cheaters do cheat.
I often drop off on-line games when I see other players exhibiting superhuman skills (a few days ago I and a few other players observed on player who could cross the entire length of the playfield in a single bound when other players all required 4 or more jumps, even with all of the power-ups kicked in) and I would welcome a viable anti-cheat system, even if not perfect. But this system is far from even being good.
I agree with the original response, there will never be a perfect anti-cheat system. I don't see how there could be, when out computing power is growing to the point where it could run on an external box and "watch" the video and provide back it's own keyboard and mouse input in response. But the real issue here is that this is a poorly thought out approach that will impact legitimate users as much as it will slow the cheaters.
I'm an American. I love this country and the freedoms that we used to have.
You'll
------ Work is so much easier when you don't
A few days ago:
/ 28/1124256
http://hardware.slashdot.org/article.pl?sid=07/06
I mean come on, you have someone cheating on a server... big deal, change server, find some real friends you can trust to play with, whatever! ;-)
Don't start building DRM up the food chain as an excuse for not winning
Cheat using hardware! All it takes is a tiny little device between the mouse/keyboard and the computer. Just plug the keyboard into one side, and plug the other into your PS/2 port, use software to program it (requires USB too?) and then the chipset is getting the "cheating" input too. it'd cost around $15.
...because most people who think they understand the nature of Trusted Computing are dead wrong.
In theory you are perfectly correct. There's no sense in trusting data coming from the client. Any hardware or software added to the client's machine to make it disobey its owner can be circumvented.
In practice, the bad guys have come up with a way to make this circumvention difficult and expensive. Here's the basic outline for trusted computing:
* A small chip called a TPM is added to your motherboard. This chip may (in later incarnations) be integrated into the CPU or other system components.
* The chip **DOES NOT** restrict the activities that your system can perform. You can still run arbitrary code at arbitrarily high privilege levels.
* What the chip **DOES** do is keep a detailed log of the code that has run or is running with elevated privileges. Just to reiterate: you can run any code you want, but the chip is watching.
* The chip contains its own public/private key pair that it can use to sign reports on your computer's activity. If you choose to run software on your computer that passes these reports on to other computers on the Internet, other computers on the Internet can know with certainty what software is in control of your computer. You could choose to run software on your computer that would modify these reports before passing them on. However, owing to the nature of public key cryptography, other computers on the Internet would be able to detect your forgery.
* You are free to turn off or remove the chip at any time.
Many people criticize "Trusted Computing" technology by saying that it "controls" what software you can run on your computer. This is true, but not in the way most people think. You are still free to run any software you like on your Trusted Computer, but you cannot program your computer to lie convincingly about your choice of software to other computers on the Internet.
In this way, other people on the Internet can hold you responsible for choosing to run software that they don't approve of. Want to install AutoAim v3.5 on your PC? Go ahead. But the next time you try to play a multiplayer game, the game server will refuse to let you connect until it receives a report from your Trusted Platform Module indicating that you aren't enhancing your aim with software. Don't like the idea of installing GovernmentSpySoftware v2.02 on your home PC? Then don't! But be aware that the next time you try to connect to the Internet, a government-mandated piece of software in your ISP's Radius server will require a signed certificate from your TPM that the spy software is running and unaltered before it instructs the routers to handle your traffic.
These are just hypothetical examples, but they show how trusted computing will be used to control your computer without ever making your computer less capable or more restricted. If anything, a "trusted computer" is more capable than a PC of today: it has the extra capability of spying on you and reporting your actions to other people!
So you can't "wrap the chip in software" like you suggested. Your software won't have the necessary private keys to produce authentic-looking reports from the TPM. You could definitely physically break open the chip and try to extract the private key. You might even be successful if you've got a lot of equipment and education. But that would have to be done on a PC-by-PC basis since each PC will have its own TPM and each TPM will have its own private key.
I'll admit I was worried when I first read the headline, as I have enjoyed writing cheats for games for many years now. But when I saw it was just input validation I'd have breathed a sigh of relief had I not been laughing.
This will stop, maybe, lazy graphics driver wrapper cheats which, being so removed from the game engine, use SetCursorPos and mouse_event to aim for the player. The minute the hack enters the engine, however, these countermeasures are absolutely worthless. Not only does any self respecting hack set the player's aim angles directly, bypassing any input routines, they also attack the countermeasures themselves. I'll nop out the whole input validator. I'll send the 'I'm clean' heartbeat to any server that asks. DRM quality process and memory security measures would be far more capable of stopping cheats, and we all know how effective they are.
There was a bug in everquest II when it first came out. I don't know if it's still there. I stopped playing it. If you had a locked door and no key everyone in the party would get their characters walking in a direction and everyone would get their network to drop for a second. The funny thing was that the everquest servers would allow avatar to "drift" through door even though they were closed and locked. That didn't require ANY keyboard input. The funny thing was when the player didn't come back fast enough sometimes he would fall down a hole.
I think a lot of cheating could be solved with a little foresight from the game designers. When it comes to automated cheating devices it's easier to stump an algorithm than a human.
I don't think everyone would want to buy an intel keyboard to play a game, but if they got this thing to work then 2 conditions would have to be met for this to work.
1. Data from the hardware device would have to be sent to the server over the network.
2. Data from the hardware could not be reproduced in software.
As soon as someone figures out how the algorithm works then the product is worthless.
You don't have to trust the client if you trust the hardware, but as soon as someone figures out how the hardware is doing it then it can be reproduced in software.
It's not a matter of can the hardware can be reverse engineered? It's a matter of if someone is going to do it and how long it's going to take them. Some people consider it a challenge.
"..and their cheating fun ruined by us /kill'ing them.."
D ME.txt
Another approach was prototyped a few years back by a research group in Australia, which involved adding latency to those presumed to be cheating... Enough to make the cheater think the network was playing up (encouraging them to go away) rather than pissing the cheater off (and inviting spiteful repeat attempts at disrupting the game). Not sure how good the scheme worked, though.
Look for IGLU under http://caia.swin.edu.au/genius/tools.html, or the README at http://caia.swin.edu.au/genius/tools/iglu-0.2-REA
I was appalled at the recent PunkBuster update. Evenbalance has essentially installed a rootkit on my computer without my knowledge. The only reason I noticed is because my firewall suddenly lit up with warnings.
.dll file in your game folder. However, this recent update downloads two .exe files and places one in the game folder, and one in your Windows system folder. PB says these are necessary only for players who want to bypass admin rights for people who play BF1942 or ArmyOps. Apparently so many people are playing these games on their office network and can't log on as administrator on their own computer that Evenbalance has sent out a rootkit with their recent PB update. The programs are mandatory for everyone, though, regardless if you are the administrator. Any player attempting to play on a PB-enabled server without these files, or otherwise blocking these files with a security program, is kicked for "Losing Key Packets" (PB often has trouble with accurate error messages).
Normally, PunkBuster is a
The executables are run upon startup of your computer, and run constantly in the background, regardless of whether you are playing the game. They also intermittently connect to the Internet and send data to Evenbalance's servers. Of course, the player has consented to this (and more) by agreeing to PB's voluminous EULA. In fact, if you read it carefully, players have consented to sending their entire hard drive and hardware information to Evenbalance at any time Evenbalance deems necessary.
Evenbalance will tell you, as support team member Glenn (or someone imitating him) says on a game forum I found: "We're not trying to hide anything or throw anything by the user without his knowledge. These services are doing nothing when a PB-enabled game is not being played, other than waiting to see a PB-enabled game launched. When a PB-enabled game is not being played, we're not scanning your computer or internet traffic or anything of that nature."
Though if you have any sort of firewall on your computer you'll know that that is either total ignorance of their own product or a total lie, as PnkbstrB.exe and PnkbstrA.exe do in fact connect to the Internet while the game is not being played. They also use a large amount of system resources for something that is only supposed to be a service waiting for a game to start.
PunkBuster offers people the option of uninstalling these files, with something called pbsvc.exe which gives you an "UnInstall" option. This doesn't seem to uninstall everything, as the PB files are not only still present but still load on startup despite the uninstaller's "Uninstall Finished!" message.
All-in-all, if PunkBuster cannot even get its act together to create an uninstaller, nor to inform its support team of what a rootkit they just installed on everyone's computer is actually doing, how can anyone expect PunkBuster to detect cheats and hacks? Private home-made hacks can already slip through PB's dragnet--the only ones they can catch are publicly available hacks Evenbalances finds on the Internet, the way a virus detector works, so I think it's pretty clear that the solution does not lie on the player's computer.
Instead I'd say it lies in the programming of the game itself. Wallhacks and radar, for instance, wouldn't work if the server did not send the locations of non-visible players. A difficult task perhaps, and for only one kind of cheat, but it is a real solution. And it doesn't involve uploading my hard drive to Evenbalance and granting them access to information which, as EvenBalance's EULA says, "includes, but is not limited to, devices and any files residing on the hard-drive and in the memory of the computer on which PunkBuster software is installed"
I remember once seeing someone play a cheat in the original AOE, where there was a tank stomping around, throwing HE shells at stone age technologies. Yep. Lots of fun. Not.
And ages ago, back when REAL video games involved a small amount of money put into a slot on a pier, some of us would actually play worse than we could, so as to make the money go further. (Of course in those days, money was really worth something. Etc Etc)
"The greatest lesson in life is to know that even fools are right sometimes" - Winston Churchill
Just make everyone's address public and verified, so if they cheat, we can drive over to their house and beat the crap out of them. There's real social accountability.
Let's say, any modification of game's dynamics (and also objects' properties) beyond what is defined by the game's rules is cheating. Of course, in today's games most of stuff is not defined in any formal "Rules"-type of documents, they're just part of the game. Like the walls you keep mentioning -- if the walls in the original game are not transparent, then making them transparent to gain an unfair advantage is cheating and should not be done. Of course, if you make a game, where all the players are ensured to make walls transparent, then it's just a new version of game's rules.
Do you people lock your doors at night? Do you try and choose difficult passwords? Do you use car alarms? Or do you just throw your hands up in the air and leave everything unsecured on the basis that any form of security can theoretically be defeated and that crime is a "social problem"?
The more walls that are thrown up, the greater the barrier of entry to cheat will be. Make it tough on the brainless script kiddies and 80% of the problem is solved. No, not permanently -- but so what? When new hacks become widespread, then new solutions will evolve.
Security through obscurity works when the goal is to minimize your profile as an easy target. Punkbuster reduced the frequency of cheaters in popular multiplayer games for years, that's a fact. I'm all for making it harder for serious hackers to cheat and stonewalling the camp followers. There is no good reason to oppose this type of solution.
I wish something had actually come out of this.
Chicken fried butter sticks? Do
i'll be your host, mr. meaningless shibboleth:
on teh intarwebs, you are not dealing with an engaging intellectual discussion in the professor's lounge
you are dealing with something more akin to a drunken bar brawl. in other words, you seem hostile to my "meaningless shibboleth" because it should be obvious
yes, obvious if you are in a dry intellectual chat with a bunch of philosophers. but that's not what we have here, is it?
on teh intarnats, the obvious must always be stated, because the obvious is never obvious to a bunch of drunken idiots. that's why it gets voted up AND that's why it's important to state
you need to readjust what you expect of a level of discourse in a bulletin board like slashdot, or you're going to find yourself continually exasperated and disappointed. it is not composed of dry intellectual wit from the elite of their field. it is a raging cacophony of chaos, upon which the obvious must always be stated, in order to frame the discussion
when you realize that, you realize that should actually be thanking me for my meaningless shibboleth. unless you wish to continue hewing to an impossible standard of discourse here in your judgment of what is said on any message board anywhere
intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
certain aspects of human behavior are indeed malleable. other aspects are completely unchanging, across all time and all cultures. such as cheating
there was just a study showing that we begin lying at age 6 months. so things like slavery, racism, sexism: yes, as you indicate, these things can be changed. there is such a thing as social progress in this world. but these phenomena are of a higher level of social indoctrination. something we learn later in our development. in other words, put a bunch of toddlers together of various races and racism will not occur at all. we are born racially enlightened, we are born seeing people of other skin colors equally. racism comes from idiotic and retarded influences and trains of thought later in life. racism is learned
however, amongst those group of toddlers, amongst any group of toddlers, you will find cheating and lying. these negative qualities are a much more basic building block of essential human character. lying, cheating: people will ALWAYS be doing these things. you can expect such behavior for all time, from all cultures, from all religions, from all races, from all socioeconomic groups: no matter what the level of social progress. it's just part of human nature, it's basic set of unalterable good, bad and ugly qualities
intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
I always thought I sucked at FPS games because I sucked. Now I know it is because the other players are cheating. Man, I knew something was up!
"The game also needs to participate in the scheme in order for it all to work."
How is that "Fighting Online Game Cheating in Hardware"?
More hardware for another layer of false security? No thank you.
There seems to be an annoying trend since we have online acheivements that a lot of games come minus any included single player cheats.On the PC it is fine, someone will always make a trainer, but on the consoles it can be extremely frustrating if you purchase a game and cannot complete it. This has happened a few times to me, and yes you might be very right in saying "Well you just don't have the skill"..but I don't care. I want to be able to beat that last boss, or get past that stuck level and move on with the game. Cheat Codes enable players to do that, and face it you don't use them if you don't want to.
Multiplayer should be the only venue where the player isn't given a choice to get unlimited ammo, or to play with no traffic etc. etc. since that is competition. Codes can also disable Achievements when activated, for example, as that too could possibly be termed player vs player 'competition'. Some people just want to play the game, and get onto the next fun area and finish it, not spend days trying to get past a particular point. Some gamers enjoy saying that they had to try for hours and hours to beat a particular point in a game, or they replayed a level 8 times before finally beating it. But a lot of gamers don't. That's why cheats were created and why they are so popular in the first place. It's really not possible to scale gameplay to every skill level, but it is possible to allow the player to choose to play in 'God' mode for a while if they want to.
-Gel214th
Is that a Lovecraft reference?
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn shibboleth"
"People are stupid; given proper motivation, almost anyone will believe almost anything."
Intel appears to have posted some clarifications and additional details on the solution: http://blogs.intel.com/research/2007/06/fair_onlin e_gaming_aka_antiche.html
As an MMO game developer, cheating is something that we have to combat on a continuous basis. Some styles of games are easier to protect against cheating than others. Cheats fall into a few problem categories:
- bots
- exploits
- information exposure
- client side authority
- griefing
A bot is a cheat that automates a process we expect the user to do. This intel initiative seems to be aimed squarely at this type of cheat. Typically bots are used to automate tedious tasks that produce income for the character in the virtual world. The big danger is that they can ruin a games economy and the player experience by devaluing the effort the non-cheaters put into the game.
An exploit is a design flaw or a bug that a player finds and intentionally exploits to their advantage. While I personally don't believe in banning players for using exploits, because I consider them my problem, many games have a policy of doing such. The logic behind banning exploits is the reality that it takes developers a significant amount of time (weeks sometimes) to get an exploit-fix completed and through the testing-process before it makes it to the live game. There needs to be some protection for the game in the interim and a stern policy against exploits is all we have. The best compromise would be to ban players using exploits until the exploit can be fixed.
Information exposure is where the client is able to expose information that they normally can't see to gain an advantage. This can be everything from making all walls have invisible textures, to sniffing packet-streams and finding out that a particular NPC just spawned nearby. These cheats are really a form of client-side-authority cheats, as the client-side of the game becomes the authority for what the users is seeing. That is, the client-side is selectively displaying information that is has. While every effort is made to only send the client information that they are supposed to have, there is a limit to what can be done.
A lot of times it comes down to game experience. Sure, we could not send down information about an NPC that spawned right behind you because technically you can't see it, but when the user suddenly turns around in the game and doesn't see the NPC, then the NPC suddenly appears a few hundred milliseconds later (ie, it pops in), it sort of ruins the game experience for the user. Also, it can create too big of a load on the server to validate absolutely everything. It would be unreasonable for the server to a do a full line-of-sight testing against every NPC in the world for every player to determine whether they should really be able to see it.
Next we have client-side-authority hacks. These are hacks where the client-side is the authority for what is happening in the game. Again, we try to minimize the amount of client-side authority there is, but it is more difficult in some games than others. A twitch FPS game is going to need to have a lot more client side authority than an RPG game for example, simply because there isn't time in a twitch game to do a round-trip to the server to validate something the user might be attempting to do. The most common client-side authority area in games is physics, because it needs to happen instantly and the server doesn't have the horsepower to do true physics for everybody in the game anyways.
Client-side-authority hacks fall into two classes, data-hacks and code-hacks. With code-hacks they change client-side code to behave differently. For example, they might just remove the call that checks for collisions against walls, such that they can walk through walls. With data hacks, they do things like change the fire-rate of their weapon, or make themselves run slightly faster.
The worst part about client-side-authority hacks is they prevent game developers from even attempting a large class of games. Client-side-authority hacks are by far the most difficult type of hacks that we have to deal with. As developers there is some client-side authority we
A statement like "there is no technological fix for a social problem" is just important-sounding nonsense.
It sounds true to me. Can you provide an argument against it besides name-calling?
We seem, after all, to have prevented the problem of people physically reaching out across the internet and strangling people... I have yet to see anybody do this (as much as I'd like to sometimes).
That's not a social problem -- it's a technical limitation, if anything. A social problem would be "people want to hurt other people over the internet" -- and as much as we've tried, we haven't "solved" this social problem. People still want to hurt people online, and people still harass other people online. Good luck coming up with a technological solution to this, fucktard.
Parent poster completely ignores the obvious problem with his arguments: that ALL defense mechanisms are not about absolute defense, but about reducing the rate of successful attacks and/or increasing the barriers to entry (such as technical sophistication, equipment, time, etc) that an attacker must invest in to be successful.
His exact words were "anything designed by a man can also be broken by a man", which I would say is admitting exactly that which you claim he ignores.
... is us humans. As others have already stated, any type of anti-cheat system implemented via software and/or hardware can be circumvented. While Intel's attempt may make it harder to cheat, it will not be impossible to bypass. It's up to the server admins or the game players to 1) know the game they're playing really well and 2) be able to identify someone, without a doubt, who is cheating. I used to run a Soldier of Fortune 2 server. As the server admin, I felt it was necessary to know the enemy. I watched videos of people who used hacks such as aimbots, wallhacks, shader texture replacements, etc.. After a while, I was able to identify a cheater from, say, a really good player. I did this on my server as well as other clan/public servers. On a server running PunkBuster, you're able to get a screenshot from an in-game client to see if they're running any wallhacks or replacing shader textures. This works very well but isn't 100%. If a hack program is designed well, it could temporarily disable the hacks so that the screenshot shows the person behind the client is *not* cheating. PunkBuster also has unique client IDs assigned to each client. If someone is caught cheating, the person is banned from the server using this unique ID. I knew someone who had a multi-hack (aimbot, wallhack, etc.) that could not be detected by PunkBuster. In addition to that, his hack was able to generate new IDs. If he was banned, he could come right back with a new ID. PunkBuster is only able to detect what they know about. Until a hack is submitted to them, they know nothing about it and are unable to detect it. Nothing can stop cheaters but us humans.
... forgot... never get caught cheating at LAN parties. http://www.gamespot.com/users/xd3usx/video_player? id=KiZhkTWv5bsPuDM
It needs a social solution. One good reason people don't cheat as often in RL is social mores. Basically that boils down to everyone will stop playing with them. What online games need is a way to identify other players with whom you're personally more likely to enjoy playing. A collaborative filter approach would make sense. If you enjoy playing games with person X, you're likely to enjoy playing with person Y who also enjoys playing with person X. In a system like this, more aggressive players would naturally tend to be matched up with more aggressive players, while those who enjoy a more casual game would be matched together. Cheaters would tend to annoy pretty much all other players, even other cheaters. Players who consistently aggravate their opponents would eventually find the pickin's mighty slim.
> Now it seems that could change change with Intel's own Anti-cheat Software/Hardware."
T me for a web site where you can dl the workaround.
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.