this post was submitted on 02 Jan 2026
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I don't think it will be possible to limit non-casual cheating (i.e. those who are willing to spend money) using the dynamic matchmaking approach.
The only way to beat cheating is to have "old style" community servers with regulars for cheaters to be kickbanned by someone with admin rights and/or server votes for kickbans. Not saying this will happen any time soon in the mainstream, but I don't see an automated approach working short of something like required real world IDs.
Automated could work using AI to check how someone is playing, since a lot of LLMs are specialized in analyzing if something has human behaviors on it or not, but even then that approach isn't 100% guaranteed. Ideally we'd use server-side anti-cheat instead of offloading it to client side, but that costs money and suits are allergic to spending money.
You mean machine learning algorithms (or just "AI"), not Large Language Models. LLMs are just advanced word prediction machines; they're categorically incapable of detecting cheating in a game.
But, yeah. It would totally make sense to have server-side detection for things like:
etc.
Sure, people could still have cheats help tweak inputs, a bit, like "gentle" headshot aiming assistance, but it would catch egregious cheaters.