News for hackers. Stuff that matters.
Re:Thank You, Valve by busterarm on Monday February 07, 2022 @08:54AM (#30244843)
The serious cheats in competitive games these days don't rely on hacking the game anymore. They use a separate computer connected taking your HDMI out as an input and then controls your mouse and keyboard inputs. They use ML models and OpenCV. You watch the second computer's monitor and it draws huge boxes around things you shoot and it assists your aim. It doesn't even have to be a PC game, you can do the same with consoles and a computer.

Kernel level anti-cheat is meaningless.

Re:Thank You, Valve by PragmaticPulp on Monday February 07, 2022 @09:14AM (#30245103)
The average cheater is most certainly not investing in thousands of dollars of hardware to run intense AI models on a second high power machine. These are mostly theoretical hacks.

The average cheater is paying $10-50 for cheat software. You may not like the anti-cheat software, but it works against the most common cheats.

I think they could have an opt-out league that doesn’t require anti-cheat but remains separate. You might be one of the few non-cheaters in there, but at least it would be an option.

Re:Thank You, Valve by wizzwizz4 on Monday February 07, 2022 @09:18AM (#30245155)
You don't need thousands of dollars of hardware. You need one (1) Raspberry Pi 4, plus an HDMI capture card and a Raspberry Pi Zero to act as fake mouse/keyboard. You can totally do that for $50. (Probably less if you use an Arduino clone instead of a Raspberry Pi Zero.)

Heuristic software works against the most common cheats. Standard anti-piracy tricks work against the most common cheats. Kernel-level anticheat is only useful against a very specific kind of high-end cheat, and if you're going that far, you might as well use an undefeatable hardware cheat.

Re:Thank You, Valve by jowsie on Monday February 07, 2022 @09:32AM (#30245348)
You're still talking about a bunch of work and effort. The people aimbotting in CSGO aren't doing it because they love hard work and a challenge.
Re:Thank You, Valve by willis936 on Monday February 07, 2022 @09:52AM (#30245599)
It boils down to a risk assessment. The fact is people interested in cheating continue to escalate the norm. That's the arms race.

Meanwhile we are letting shady companies illegally spy on users [0] and mine crypto [1], for what? What is the gain? What is the value proposition of kernel-level drivers in the anti-cheat application? What's more, the average gamer doesn't know anything about computers. How can they be expected to make an informed decision about whether or not they should buy a game with kernel-level anticheat if they don't know what that means? Even worse, there is no legal requirement that a game's marketing material say anything about its anti-cheat implementation. These aren't tin-foil hat concerns, these are the enablers of real scandals that have happened and are happening.

0. https://www.wired.com/story/kernel-anti-cheat-online-gaming-...

1. https://play.esea.net/forums/492152

Re:Thank You, Valve by account42 on Tuesday February 08, 2022 @06:47AM (#30257338)
Let's not forget that a large need for anti-cheat comes from focus on centralized matchmaking overr community-hosted and community-moderated servers that were more common before the game industry's focus on monetizing their games to the last bit.
Re:Thank You, Valve by vintermann on Monday February 07, 2022 @10:20AM (#30246000)
The people they do buy cheats from do the work and effort. They don't seem especially bothered by kernel-level anti cheat stuff. It keeps them in business, since they get less quick home-brewed competition.
Re:Thank You, Valve by PixelOfDeath on Monday February 07, 2022 @01:39PM (#30249076)
And just consider how much money flows for "micro" transactions. There is plenty of "players" willing to pay money for hardware cheats.

My observation is that competitive online gaming is over. It's just a cesspool of cheaters now.

Re:Thank You, Valve by yccs27 on Monday February 07, 2022 @09:52AM (#30245611)
The big issue is not the existence of cheating, but the scale of the problem. A software hack is infinitely scalable, a hardware setup is not.

Some cheat dev only needs to develop that "high-end software cheat" once and can sell it millions of times around the world, with super easy distribution over the internet. A setup with hardware video capture costs $50-$200 for every single user for hardware alone, and needs at least a bit of computer knowledge to set up.

Re:Thank You, Valve by notriddle on Monday February 07, 2022 @09:52AM (#30245603)
Heuristic anti-cheat works about as well as heuristic anti-spam. It might actually catch more legit players than cheaters, due to the false positive paradox[1].

[1]: https://en.wikipedia.org/wiki/Base_rate_fallacy

Re:Thank You, Valve by breakfastduck on Monday February 07, 2022 @09:45AM (#30245509)
So you're arguing that all these attempts greatly raise the skill ceiling / investment cost to cheat.

Sounds like it works, then.

Re:Thank You, Valve by wizzwizz4 on Monday February 07, 2022 @02:05PM (#30249451)
“Did you do it?”

“Yes.”

“What did it cost?”

Re:Thank You, Valve by busterarm on Monday February 07, 2022 @09:18AM (#30245152)
No, not even. Your average cheater these days are C and D tier streamers who feel a pressure to perform and have a budget. And it's far easier to do this than you think. They keep getting caught out doing this type of cheat specifically.

They're buying trained models from people who have the fancy hardware.

Re:Thank You, Valve by krageon on Monday February 07, 2022 @09:28AM (#30245296)
> it works against the most common cheats.

Emphatically, it does not. Writing exploits and mitigating them is an arms race, and it is always easier to exploit than it is to defend. The entire reason for such software being sold is after all that it works, even when it is the bad/easy fundamentally detectable kind that runs inside the same OS as the game.

Re:Thank You, Valve by jstummbillig on Monday February 07, 2022 @11:17AM (#30246839)
> Kernel level anti-cheat is meaningless.

If kernel level anti-cheat lead to "serious cheats" having to resort to the above, then kernel level anti-cheat is actually pretty fucking effective.

Re:Thank You, Valve by parkingrift on Monday February 07, 2022 @09:14AM (#30245095)
This is why anti-cheat should be performance based. Build a model based on the way that verified elite players play the game, and their performance. Compare “normal” players against the model and look for outliers. Manually review accounts that look suspicious.

Cheat behavior is obvious. Ridiculous long distance accuracy. Weird movement. Weird map awareness. Weird awareness of other players. Etc.

Re:Thank You, Valve by steadyready on Monday February 07, 2022 @09:33AM (#30245366)
They did make one. It was called FairFight[1] and was mainly used by EA in the Battlefield franchise. It also was a dumpster fire: bans were applied to legit players all the time, moderators were overwhelmed and manual review took too long and many times resulted in nothing.

Behavioural anti-cheats are not the answer. Implementations are crap and under-developed, and I don’t blame them: you would need tremendous (server-sided) power to correctly process the models considering how complex multiplayer games are, and it just isn’t worth the investment and complexity to them.

It’s just cheaper to pay rootkit developers (like EAC or BattlEye) and knowingly infect client devices. Hell, their drivers are even WHQL signed by Microsoft. And when false positives hit? Just blame the anti-cheat vendor. Potential HR problem dodged.

[1] https://www.i3d.net/products/hosting/anti-cheat-software/

Re:Thank You, Valve by crtasm on Monday February 07, 2022 @09:58AM (#30245684)
Valve do this, here's a good talk:

Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive https://www.youtube.com/watch?v=kTiP0zKF9bc

Re:Thank You, Valve by jampa on Monday February 07, 2022 @11:33AM (#30247110)
As a former CSGO player (not a very competitive one) this trust factor really sucks, and Valve oversells it.

If you play with lower ranked friends and do really good in matches you will get reported a lot which will tank your trust factor and almost guarantees it that will only see hackers from them on.

They say they use other factors like account metadata, but I have a 10 year old account, with purchased games and verified phone and still got "Low Trust Factor" after playing with friends and started to have an obvious hacker every other match.

That is why I am a former CSGO player

Re:Thank You, Valve by pbhjpbhj on Monday February 07, 2022 @10:33AM (#30246210)
This is kinda weird, CSGO has spinbots and xp-farming bots: one moves faster than is humanly possible, the other moves on the spot or in a circle with exact constant rotation ... the only conclusion I can make is CSGO want these bots, because auto-blocking them seems trivial.

Why use deep learning when so, so many bots (and their host accounts) could be blocked with trivial heuristics? My only guess is allowing spinbots/farming somehow provides a financial gain in CSGO?

Re:Thank You, Valve by enragedcacti on Monday February 07, 2022 @01:52PM (#30249263)
> My only guess is allowing spinbots/farming somehow provides a financial gain in CSGO?

Valve devs have a lot more leeway than your average developer. They honestly might have just thought it would be cooler.

Beyond that they now have the infrastructure to detect more subtle forms of cheating through deep learning using Overwatch (the reporting system, not the game) as ground truth data to train their AI.

Re:Thank You, Valve by scrollaway on Monday February 07, 2022 @09:19AM (#30245159)
Incorrect, there’s lots of cheats that are completely seamless and just improve your performance without being a completely binary “perfect headshot” vs “always miss” or something.

I guess your last encounter with aimbots was in the early 00s…

Re:Thank You, Valve by jclardy on Monday February 07, 2022 @10:05AM (#30245761)
The great part is many games have the aimbot built in. Players use a hardware dongle to make a keyboard/mouse look like a controller input, and the game applies aim-assist to the keyboard/mouse input.
Re:Thank You, Valve by merlincorey on Monday February 07, 2022 @11:51AM (#30247425)
You don't get mouse axis movement though -- it emulates it through a Controller stick so it's not exactly an ergonomic and mouse-like experience, from what I have heard.
Re:Thank You, Valve by parkingrift on Monday February 07, 2022 @10:27AM (#30246104)
Have you ever played Warzone? People sniping 700+ meters and they can't even see you on their screen. Obvious map hacks, aim bots, and even some hilarious shit like super speed or the ability to drive a car through walls to run you over.

Besides, it's not just a matter of improving accuracy. Elite players are elite in multiple facets of the game. Movement, general awareness, map awareness, accuracy, etc. Many of these metrics are easy to measure.

Cheaters will show up as outliers and it is at that point that their accounts should be manually reviewed.

With casual gaming I really don't even care if someone is "cheating" to improve so long as I feel the game was fair. I can put a red dot on my screen to improve my aim, as an example.

Re:Thank You, Valve by 0x7f5da9 on Monday February 07, 2022 @11:05AM (#30246662)
Warzone is weird. I can't understand why speedhacks, 'silent aim' (you can shoot in a direction different from your view angle) or flying cars are even a thing.

This was impossible in Q3A (1998) without introducing an input lag thanks to client side prediction. Server also didn't send you updates on other clients that are too far away, behind a hill - you'd pretty much only receive positions of those you could see, hear or that could see you. In Warzone, you can see everyone on the map with a wallhack.

I really wonder why the game is designed this way. I guess it might be to limit required computation power of the servers? They still do stuff like hit detection, so server surely has some idea of the physics.

On top of all that, this stuff is possible even today, months or even years after such exploits being widely known. They do have a kernel-level AC driver, but they don't even seem to detect trivial hacks from the server-side.

Re:Thank You, Valve by charcircuit on Monday February 07, 2022 @09:28AM (#30245293)
If other players can't tell someone is cheating then it's not actually a problem since everyone will feel the game was fair.
Re:Thank You, Valve by antoinealb on Monday February 07, 2022 @09:42AM (#30245473)
In competitive gaming, having an actually fair game matters more than having a fair feeling game.
Re:Thank You, Valve by ben-schaaf on Monday February 07, 2022 @10:11AM (#30245862)
In proper competitive gaming (ie. with a prize pool) you can apply much more rigorous standards like kyc, a live video feed; even standardized hardware and drug tests.
Re:Thank You, Valve by antoinealb on Tuesday February 08, 2022 @03:23AM (#30256056)
In magic the gathering, the standards are divided in three: casual (called regular), competitive and professional. Basically the competitive mode is for people who play the game to win, sometimes with small prizes, but still want a very clean playing field. I feel that the standardized hardware and drug tests are feasible at professional, but not competitive, and anti cheat rootkits is interesting in competitive.
Re:Thank You, Valve by kbenson on Monday February 07, 2022 @01:10PM (#30248688)
The area between thinking others are "absolutely not cheating" and "definitely cheating" is huge, and where most online gamers end up spending their time. Absolutely cheating is not a problem, because most games allow you to report people, and they'll get enough reports and be banned shortly. Not being able to tell is the problem, because you feel something was unfair (which you might also feel when it actually is fair), but you feel it more often and it leads to poor experiences and people quitting the game.

Cheaters quit after a while because the game loses its challenge, and people being cheated leave because the game.feela unfair, and eventually there's not much of a community left.

Re:Thank You, Valve by throwthere on Monday February 07, 2022 @09:47AM (#30245535)
Ah, the old Lance Armstrong argument.
Re:Thank You, Valve by meheleventyone on Monday February 07, 2022 @11:06AM (#30246674)
If you want to detect obvious cheating behavior shouldn't you train the recognition software on cheating behavior not elite players?
Re:Thank You, Valve by rafale on Monday February 07, 2022 @09:04AM (#30244984)
The setup makes it impractical. You would need a very powerful computer to run it in real time. And it won't tell you about what u can't see. You would need to do the same for audio and game mechanics.

Check what a top player can do: https://youtu.be/8Qf5Xlty1Cg I doubt an AI will be anywhere close in the next 10 years.

Re:Thank You, Valve by 0xedd on Monday February 07, 2022 @09:43AM (#30245488)
Too much ego, friend. You should've used the past tense.

Skill tunable AI, developed by a private poorly funded group, that plays the game for you https://www.youtube.com/watch?v=revk5r5vqxA

AlphaStar, developed by a large corp, mopping the floor with Battle.Net's Starcraft 2 players https://www.youtube.com/watch?v=o1zhmGPmAAM

OpenAI, developed by a large corp, beats top DotA2 team https://www.youtube.com/watch?v=tfb6aEUMC04

On one hand, it's exciting tech [old] news. On the other, people who play competitive games must hope for a solution against abuse. The rest of us must hope it isn't an invasive solution such as, what effectively is, kernel malware.

Re:Thank You, Valve by BoorishBears on Monday February 07, 2022 @10:39AM (#30246282)
I like to think this crowd is above typical streamer hysteria, but I guess not?

AlphaStar and OpenAI have nothing to do with the conversation here, right off the bat.

This video is so cringey too with random burps and "skynet" references. The external hosting is not related at all to the "soft" cheating, and that in turn has nothing to do with AI. Packet sniffing vs OpenCV vs Tensorflow for finding a head is not a meaningful difference.

Years ago, and I mean years ago cheat developers were building this type of "soft aim" cheats that don't snap.

And the separate input via controller _is_ detectable if this becomes enough of an issue... your "AI" is generating input and it often will generate input that controllers wouldn't. Because the "AI" is ML and only being applied to finding on screen targets.

-

Making a second model to generate realistic input would be a whole other achievement no one has even bothered with because... they don't need to.

On-host hacking is rampant and these games can't seem to stop it, so no one has bothered.

I'd be for kernel-level anti-cheat if it actually worked, but script kiddies are beating this "kernel level anti-cheat" handily.

To me the answer is boring simple statistical analysis, increasing the cost of recovering from bans, etc...

But that doesn't sound as sexy so I guess we can keep this farce of a cat and mouse game going.

Re:Thank You, Valve by dagw on Monday February 07, 2022 @09:13AM (#30245094)
The AI doesn't have to play the game, just recognise enemy players and calculate how many pixels to move the mouse so that you are aiming at their head. Even the top player you showed could probably have improved his run quite a bit if instead of having to aim he got a guaranteed headshot every time he fired his gun in the vicinity of an enemy.
Re:Thank You, Valve by rafale on Monday February 07, 2022 @09:17AM (#30245134)
You have to tune cheat tools down or your stats will get you banned. An abnormally high headshot rate is a sure way to get banned.

That's where anticheat is going imo: algorithmiclly defining what the fastest more precise human should be capable of. Anything beyond that is "cheating".

Re:Thank You, Valve by busterarm on Monday February 07, 2022 @09:17AM (#30245126)
Cheats like this are actually ruining high risk/reward stake games like Escape From Tarkov & Hunt: Showdown.
Re:Thank You, Valve by Drew_ on Monday February 07, 2022 @09:33AM (#30245361)
While there are convincing looking proof of concepts for computer vision based cheats, I haven't seen anything to suggest that this approach is used meaningfully anywhere. And considering the millions of cheat bans that get processed in mainstream games to this day, I think its safe to assume most cheaters aren't using anything sophisticated.
Re:Thank You, Valve by ikurei on Monday February 07, 2022 @01:21PM (#30248838)
And aren't the existing anti-cheat technologies the reason that cheats take that form?

You see no cheap aimbots and conclude the anti-cheat is not relevant anymore. May be the right conclusion is that they're working.

Not saying this justifies the kernel drivers. I don't trust my gaming computer precisely for this reason. I wonder if some form of containerization/virtual machine could make it possible to both allow for this kind of kernel-level anti-cheat without exposing my whole system to untrusted code.

Re:Thank You, Valve by wizzwizz4 on Monday February 07, 2022 @02:07PM (#30249467)
> I wonder if some form of containerization/virtual machine could make it possible to both allow for this kind of kernel-level anti-cheat without exposing my whole system to untrusted code.

No. Because then you could write an aim-bot that runs in the host machine…

Re:Thank You, Valve by SkyPuncher on Monday February 07, 2022 @11:46AM (#30247329)
> The serious cheats in competitive games these days don't rely on hacking the game anymore.

This may be true for a class of cheats, but it isn't broadly true. That means these category of cheats can only enhance what is already visible.

In FPS games, being able to see players position through walls is a super valuable cheat _and_ requires access to the underlying game engine (to extract player location).

Re:Thank You, Valve by dec0dedab0de on Monday February 07, 2022 @12:02PM (#30247597)
Every time I hear about the seeing through walls hacks, I wonder why the developer just doesn't send the other users locations unless it should be visible.

Maybe because doing the math to figure out if it should be visible is handled completely on the frontend to keep latency low?

This is the equivalent of a bank API giving you everyone's information, and the frontend SPA filtering it to only the logged in user.

Re:Thank You, Valve by jethack on Monday February 07, 2022 @03:06PM (#30250249)
Here's a write-up about the subject, as implemented in Riot's Valorant, if you're interested:

https://technology.riotgames.com/news/demolishing-wallhacks-...

Re:Thank You, Valve by oblio on Monday February 07, 2022 @09:02AM (#30244956)
Do you have some links for this? It sounds super interesting.
Re:Thank You, Valve by dagw on Monday February 07, 2022 @09:04AM (#30244982)
https://arstechnica.com/gaming/2021/07/cheat-maker-brags-of-...

There are also videos on Youtube demonstrating it in actions

Re:Thank You, Valve by WelcomeShorty on Monday February 07, 2022 @09:05AM (#30244995)
https://news.ycombinator.com/item?id=27790723

But there is plenty when you google the key words.

Re:Thank You, Valve by underdeserver on Monday February 07, 2022 @09:34AM (#30245379)
Citation needed, seriously. These things need to be crazy fast to process and respond fast enough.
Re:Thank You, Valve by vasili111 on Monday February 07, 2022 @09:22AM (#30245203)
Any links confirming the existence of such systems?
Re:Thank You, Valve by donkarma on Monday February 07, 2022 @09:39AM (#30245432)
no this is wrong, these cheats are completely unreliable, most people use DMA devices and NeTV2 overlay for league ACs
Re:Thank You, Valve by longsword on Monday February 07, 2022 @09:55AM (#30245637)
> Kernel level anti-cheat is meaningless

Anti-Cheat on the Account-Level is meaningless. You ban a cheater? Who cares. He will back with a new Account some Minutes later. Hardware Bans are useless aswell, as they can easily be spoofed. The only effective strategy for Anti-Cheat is a Universal Identity Provider, which can proof you are a real Human with no Cheat Record.

Re:Thank You, Valve by marcus_holmes on Monday February 07, 2022 @10:03AM (#30245747)
I never got how this worked on Steam. You have a consistent Steam ID, which the game is tied to, and all your achievements/ranks/etc.

Isn't that what you are talking about here?

You can create a new Steam account, sure, but that would start you again from scratch as a total newbie (and losing access to anything you'd bought)

Re:Thank You, Valve by longsword on Monday February 07, 2022 @10:29AM (#30246148)
I'm talking about steam accounts. There are many cheaters our there, who just dont care if they lose an account. They will cheat on an alternative Account and when they get banned, they will buy a new one. They dont even care spending some bucks on the Game again. Edit: Take Rust as an example. A year ago, the Developers made some stats public: 12 Million copies sold, 600.000 Banned Accounts. Thats 5% of all sold Accounts. There is even a Twitter Feed, showing all the Bans:https://twitter.com/rusthackreport Most of the Accounts will show a Playtime of under 30 hours in the Game, mostly no Friends or other games, indicating they were only made for cheating.
Re:Thank You, Valve by marcus_holmes on Tuesday February 08, 2022 @06:56AM (#30257418)
Griefers gonna grief. Some people aren't happy unless they're making someone else miserable :(
Re:Thank You, Valve by vintermann on Monday February 07, 2022 @10:26AM (#30246095)
I'm amazed at how much money some people have to burn on new accounts. Looking at minecraft servers, there are so ridiculously many people banned.

I've wondered if there's some sort of economy here, i.e. someone with a ton of stolen accounts monetizing them by offering to cheat all day on your competitor's server.

Re:Thank You, Valve by 6yyyyyy on Monday February 07, 2022 @11:29AM (#30247041)
Oh yes, absolutely. There are a number of "alt shops" selling Minecraft accounts accounts for a few cents each.

Most of these accounts have security questions set, so you can't change the email and truly "take ownership" of the account, but it's good enough for cheating on servers.

Some shops even have an API for generating accounts or tokens, so your hack client can have a feature where you get a new account right from your game. Get banned, reconnect in a few seconds.

Re:Thank You, Valve by vintermann on Monday February 07, 2022 @12:54PM (#30248413)
The last point sounds like a security vulnerability of some sort? It shouldn't be hard for Mojang to issue unforgeable tokens.
Re:Thank You, Valve by Zababa on Monday February 07, 2022 @11:00AM (#30246596)
Side question but what's up with all the capitalization?