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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."

17 of 289 comments (clear)

  1. there is no technological fix by circletimessquare · · Score: 5, Insightful

    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
  2. Add the cheats as features to the game by Slim+Backwater · · Score: 4, Interesting

    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.

    1. Re:Add the cheats as features to the game by boaworm · · Score: 5, Insightful

      Because many of these games aim to be realistic, that's why people play them. Adding an "aimbot" as a powerup is not something that would have happened the 101:rd airborne when they dropped down over normandy, so when you play that scenario, neither do you want it or should have it.

      --
      Probable impossibilities are to be preferred to improbable possibilities.
      Aristotele
  3. It seems rather futile though.. by boaworm · · Score: 4, Insightful

    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
  4. Well, I'm not impressed. by dannycim · · Score: 4, Interesting

    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.

  5. The problem with anti-cheat software.. by Animaether · · Score: 5, Insightful

    ..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.

    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 /kill'ing them (rather than banning - as they'll just be back) and ousting them in public. )

    1. Re:The problem with anti-cheat software.. by Catil · · Score: 4, Interesting

      As far as casual public server playing goes, there might be another solution: Statistics.
      40% aiming accuracy? Too good. 5 headshots in a row? Too good. etc.
      It wouldn't even have to have anything to do with cheating, actually. The message a detected player would recieve would be something like this: "Sorry, you are already too good for this server, it's low-skill only. You will be kicked in 5 seconds, so the noobs here will have more fun in a more even and fairer game. Feel free to play on our mid- or high-skill servers over here."

    2. Re:The problem with anti-cheat software.. by PachmanP · · Score: 4, Insightful

      Conversely, servers that better players frequent would be more likely to recognize and bust cheaters. Whereas the n00b servers, people would be more likely to just think the guy was really good, die alot, and give up on the game.

      --
      You're thinking small. Why miniaturize the laser, when we could instead enlarge the sharks? -John Searle
    3. Re:The problem with anti-cheat software.. by Kjella · · Score: 4, Interesting

      Except the people using aimbots and the like aren't interested in skills - they're interested in the feeling of being invincible, to tear through a map like a mean Rambo look-a-like. Put the cheaters together and they'd have no fun. So what they'd do is find ways to do it anyway, while the good players will get banned by any other name. What are you going to do, start banning people for winning too clearly? Sure, that's incentive... get too good and you get banned on every server except the garbage heap of cheaters, woohoo.

      --
      Live today, because you never know what tomorrow brings
    4. Re:The problem with anti-cheat software.. by fractoid · · Score: 5, Insightful

      This would punish cheaters, sure; but it would also punish those who just happen to be good (on that map in my case). To be honest, I don't care whether they guy that headshots me 5 seconds before I see him, every single time, is cheating or is just really good. Either way it makes the game suck for me, and it presents no challenge for him. Users *should* be grouped by ability level (whether natural or assisted) so that everyone can actually enjoy the game while they're getting good at it. Surely you didn't have as much fun 'owning noobs with your leet sniper skillz' as you would have playing against equally skilled players?
      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  6. Yay for Trusted Computing by Cheesey · · Score: 4, Funny

    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.

    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 .*BSD or whatever. It's your choice.

    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?
  7. Just one problem? by Quarters · · Score: 4, Insightful

    Multiplayer games these days have one problem. Cheating.

    Really? Just one? What about:

    Bad design

    High prices

    Poor performance

    Steep system requirements

    Bugs

    1. Re:Just one problem? by cshake · · Score: 4, Funny

      You forgot another one:

      EA

      I'd also include 'lack of support for old games' but just saying EA covers that pretty well.
      (C&C Generals is what, 4 years old? They don't even have a section on their website for it anymore FFS!)

  8. It's a reputation problem. by Colin+Smith · · Score: 4, Insightful

    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
  9. Custom cheat hardware will become popular by dlleigh · · Score: 5, Funny

    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.

  10. Mod me offtopic... by SanityInAnarchy · · Score: 4, Interesting

    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!
  11. Recent PB update is a rootkit by rush22 · · Score: 5, Interesting

    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.

    Normally, PunkBuster is a .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).

    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"