this post was submitted on 14 Nov 2025
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You don't need machine learning for this we've had perfectly good server-side anti-cheat for a while now and none of it's been AI-based until recently. If we know the top speed the game should allow players to move any movement greater than that speed must be a cheat or lag, either way it shouldn't be allowed.
There's more to cheating than moving quickly.
Obviously. They gave one of a thousand examples. That doesnt mean their point is weak, it means they didn't have the will (reasonably) to make their comment 50000 characters long.
If you have a specific example that doesn't work to a reasonable extent, post that rather than this short, vauge retort.
Wallhack is an obvious one or anything that reads client and modifies the display.
Wallhack could be discovered through machine learning but very difficult I'd imagine. Other simpler rendering hacks like skin swap would be probably the hardest thing to detect server side as there's no trace.
I think thats a fair ground though. Clearly client side anti cheat simply doesn't work and if someone wants to put hats on their characters to headshot them easier then let them be the losers they are.
Absolutely, but thats strongly mitigated via not giving the client information it doesnt need to know.
Totally thought if you take a look at dota2 cheat scape the losers still come up with ways to mod an edge but a lot of that can be still detected when you put a competent engineers hat. I think the only really undetectable change is model/texture replacement which is honestly not that big of a deal as far as ruining fun for others sort of cheaters.
It's a huge part of cheating though. Fast movement, auto aiming, and wall hacks are the three biggest problems in cheating and all three can be solved algorithmically, without resorting to AI which is inconsistent and processor intensive.
You check whether the movement is possible for the allowed speed in the game.
You count the hit to miss ratio per weapon and build up statistical averages, anybody using auto aiming is going to be consistently out of that average, obviously you do this with each weapon in the game separately, snipers are obviously going to have a better hit rate than LMGs.
Finally you don't send data for players that are out of sight. Wall hacks can't work if the client isn't given this information.
The great thing about all of these techniques is that it's method agnostic, it doesn't matter what method the cheaters are using to inject their cheats, because you're not looking for the injection, you're looking for the end result.
Battlefield 6 has kernel level anti-cheat and it's straight up doesn't work because the cheaters are always ahead of the game. It also doesn't help that the game is glitchy on its own.