A lot of it is the same as any other sort of security stuff, but like, the tough part is that the adversary has access to the physical machine. In my understanding anyway, not a security expert.
A lot of it is the same as any other sort of security stuff, but like, the tough part is that the adversary has access to the physical machine. In my understanding anyway, not a security expert.
"Behavioral" anti-cheat will have to finally become a thing. As a game designer in 5-10 years, you won't be able to assume the operating system will be privy to any data which indicates cheating is happening.
I believe the right answer would be to cluster players by behavior signatures, leading to all the bots being in clusters with eachother. Then bots can mostly just play other bots. Over time you can merge known "human" clusters together so that different play styles get to play in the same matches. This also has the benefit of clustering "toxic" players together - both by chat content and in-game player behavior.
> leading to all the bots being in clusters with eachother.
Some games do this! The factors are different, but yeah.
In fact, I'd go so far as to say that a majority of players in the top ranks of most popular FPSs are cheaters or queue with cheaters. There's nothing quite like watching the enemy stare right at you through every wall across the map and then carelessly run in a straight line towards you. Even more concerning is how many streamers queue up with blatant cheaters and then use their connections with game moderators to manually ban other cheaters.