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Valve's Battle Against Cheaters

wjousts writes "IEEE Spectrum takes a look behind the scenes at Valve's on-going efforts to battle cheaters in online games: 'Cheating is a superserious threat,' says [Steam's lead engineer, John] Cook. 'Cheating is more of a serious threat than piracy.' The company combats this with its own Valve Anti-Cheat System, which a user consents to install in the Steam subscriber agreement. Cook says the software gets around anti-virus programs by handling all the operations that require administrator access to the user's machine. So, how important is preventing cheating? How much privacy are you willing to sacrifice in the interests of a level playing field? 'Valve also looks for changes within the player's computer processor's memory, which might indicate that cheat code is running.'"

9 of 336 comments (clear)

  1. VAC is a joke by Majik+Sheff · · Score: 4, Interesting

    Team Fortress is overrun with cheaters and Valve seems completely unable to do anything about it.

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    1. Re:VAC is a joke by Lordrashmi · · Score: 4, Interesting

      Atleast in TF2 if you are on a good server people are easily banned by unique ID.

      My clan has been playing Modern Warfare 2 recently and if you find a cheater the only thing you can do is back out of the match.

    2. Re:VAC is a joke by Hadlock · · Score: 4, Interesting

      I've been playing TF2 almost every week since shortly after release; I've never run across someone using an autoaim or wallhack. What server are you seeing this problem on?

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    3. Re:VAC is a joke by tmkn · · Score: 5, Interesting

      I think cheating is only a problem when there is actual competition going on. Public servers in any FPS-game are so random anyway, that only a blatant aimbotter can affect the game negatively. Luckily, these guys are easy to spot and ban by the server admins.

      VAC does its job brilliantly. It's a system designed to ban players that can be confirmed to be running a cheating software. It's designed to give no false positives, and so far the Valve's record is clear on that.

      I play Team Fortress 2 competitively, and we have our own leagues from which we can ban players according to their Steam IDs. Every league has its own Anti-Cheat admins, who examine the recorded replays of official matches. There is only one player caught cheating in TF2 that has played on the highest level. He also attended LANs where you can't play with your own computer without a noticeable change in his skill level. So you can't really say that he profited that much.

      It's just so hard to cheat and stay on top of the competition and not get caught that most people just won't bother. I wouldn't say cheating is a major problem, at least in the TF2 scene.

    4. Re:VAC is a joke by Ziekheid · · Score: 4, Interesting

      A Modern Warfare 2 clan? Clans and matchmaking?
      So what do you have to do to actually have a war? Add every member of the opposing clan to your friends list and play? Worthless game when it comes to having a competitive community. insert(no_dedicated_servers_whine);
      On Topic: The fact that valve thinks anti-cheat is more important than anti-piracy means a lot to me. Compared to the absurd DRM protection Assasins Creed 2 (and other future titles from Ubisoft) has for example which requires you to have an active internet connection to play a single player game valve is a company that actually gets it.
      I must admit though that PunkBuster has a lot more tools available for the admins AND the server users (like pb_power and pb_kick by users) and the ability for plugins to be added for streaming bans globally and implementing your own anti-cheat variables (CVAR checks).
      There is little to no information available on how Valve's anti-cheat operates and I for one have no idea if it actually GETS cheaters for I never see any public messages of users being kicked (this might differ per game though).

    5. Re:VAC is a joke by ferrocene · · Score: 5, Interesting

      I, as well, have been playing TF2 almost weekly since its release. I have seen cheaters a few times. It's pretty obvious, esp. when a sniper has 300 headshots in a row and is on top of the board.

      Hell, one of the cheaters was even spamming the URL to a website where you can BUY the cheat, so he was demo'ing his warez, if you will.

      The best part was when everyone dropped to spectator and spec'ed him while he was playing. It was fascinating to watch the aimbot at work. After 30 seconds of watching his screen from the scope perspective, anyone's doubts were quickly erased.

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  2. Re:Privacy? by totally+bogus+dude · · Score: 5, Interesting

    I don't know that doing anything client-side will work, for the same reason that DRM doesn't work. I guess it might deter the casual cheater, but then there's also the possibility that raising the bar will entice people to break the anti-cheating code just for the challenge.

    The long-term solution I think is to design the game in such a way that the server can verify clients are playing by the rules. If wallhacks are a problem, the server could send fake data to the client telling it there's an enemy hidden behind a wall (when it's really not). Legitimate players won't be aware of this, but it would alter the behaviour of cheaters and thus they could be found out. Aimbots could perhaps be detected by supplying an invisible model that a legitimate player wouldn't be shooting at. Essentially, give the client bogus data that won't affect the experience of legit players, but will out cheaters.

    Maybe it's easier to keep changing the client-side checks fast enough that it's not worth the time to work around, but I don't know if that kind of strategy is working in practice. Who will pay for the constant development?

  3. Re:Privacy? by Xest · · Score: 4, Interesting

    Then you made a poor platform choice.

    The PC in general is an open platform because you can easily and trivially run whatever code on it you want and peak and poke the memory as you see fit, even if the OS itself is closed.

    If you want a gaming platform where cheating is not an issue, you need a closed platform, like a console, where it is much easier for the developers to detect and prevent cheating, if there is even any in the first place. Despite being 5 years old this year, whilst it has suffered some game logic cheats which are easily patched, the Xbox 360 has yet to be prone to a single aimbot or radar cheat for example.

    PC's are great for general usage and single player/cooperative gaming, but not for competitive gaming where cheating is largely an unsolveable problem without closing the platform, which goes against what PCs are great at. Even assuming in a few years you move everything server side and just pass images to the client there's still the possibility that people will write pattern recognition apps, to recognise enemies and send control messages to aim at them like any other aimbot.

  4. Re:Privacy? by Shadow+of+Eternity · · Score: 4, Interesting

    Despite what the league players would have you think Valve's games are not generally played with (or designed for) less than 16-24 people, and 32 is not remotely uncommon. What your suggesting effectively doubles the load on the server AND each affected player.

    Plus most cheaters would not readily be detectable this way. Aimbots tend to be activated by the player right before firing after the player manually gets pretty close to the target on their own, and wallhacks are generally used as an advantage in information rather than open combat.

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