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Re:Developing Games on Linux: An Interview with Little Red D... by RussianCow on Thursday June 24, 2021 @05:13PM (#27623844)
I imagine you could implement a majority of what traditional anti-cheat software gives you as a server-side machine learning algorithm. In my experience as a gamer, the vast majority of cheaters are completely obvious, so that would likely be as true for machines as it is for human players. This comes with the added benefit that your anti-cheat mechanisms would be much more difficult for cheaters to reverse engineer, since they won't have access to the binary. Of course, I'm not aware of any such off-the-shelf solutions, so this point is moot for indie developers who can't afford to build their own anti-cheat software.

Disclaimer: I'm not a game dev and don't really know what I'm talking about.

Re:Developing Games on Linux: An Interview with Little Red D... by Google234 on Friday June 25, 2021 @12:51AM (#27627259)
1) you’d better be comfortable with false positives, 2) cheaters are smart too and will learn 3) how could a small game dev company afford to create an accurate model?
Re:Developing Games on Linux: An Interview with Little Red D... by account42 on Friday June 25, 2021 @08:09AM (#27629717)
All those apply to client-side anti-cheat.
Re:Developing Games on Linux: An Interview with Little Red D... by Google234 on Friday June 25, 2021 @06:42PM (#27637145)
Definitely not to the same extent. EAC is part of an SDK now