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View Full Version : ANTI Cheat Idea.


Destiny
4th November, 2007, 06:27 PM
To stop external hooks.

Using a bit of neural networking techinique to deifferentiate between human mouse movement and a program mouse movement.

A typical human mouse movement.
http://www.speedpug.net/images/Destiny/human.JPG

A typical bot only movement
http://www.speedpug.net/images/Destiny/bot.JPG

A typical bot user in game (notice the straight lines)
http://www.speedpug.net/images/Destiny/humanbot.JPG

I think this can be applied to any game, not just UT.

Troublesome
4th November, 2007, 06:47 PM
it would only detect obvious cheaters...
not radars, triggerbots or autoaim set only to be active within a low range

Destiny
4th November, 2007, 08:06 PM
I am not sure how an external hook can be used for a radar. But for not so obvious bots also, I think there are solutions.

There will be greater percentage of these anomalies in a botters firing pattern.

Auto-aim active only at short range
http://www.speedpug.net/images/Destiny/b1.JPG

Triggerbot
(notice silky smooth mouse movement with an abnormal hit)
I know a regular player can also get those but a trigger bot will obviously have a much greater percentage of those.
http://www.speedpug.net/images/Destiny/b2.JPG

Mc.Gugi
4th November, 2007, 08:32 PM
erm, ye, not a bad idea. The only problem is that UScript is slow... I think too slow to check all the data. And even if it is fast enough, it would detect many false-positives I think. This goes for UT2004.

In UT there are better and more reliable ways to detect external hacks I guess.

AnthraX
4th November, 2007, 08:51 PM
This has been thought about before. Problems is that most modern cheats do a good job at "emulating" human behaviour.

Destiny
4th November, 2007, 10:22 PM
I am not supprised that it was thought before.

We don't need to use U Script for this. The checking can be done in the client side, like in UTDC.dll.

So Anthrax, by ur logic, "lets stop writing anti cheat since eventually a bot coder will crack it".. is that what ur saying?

The key is to stay ahead of the botters. Depends on how smart the anti cheat code itself is. The day hasn't come yet when a code can emulate human behaviour perfectly.

Destiny
4th November, 2007, 11:11 PM
oh well, nvm AnthraX. I just googled a bit and saw sshots posted by *e*** about its bot config, with "slow turn" etc. Now I know what you mean. I also learned a bit more than what I wanted to.

Then I think it'll be a nice idea to maintain a database. Most users are stupid and they will do mistakes in settings. Catch them, get the file info and add to a central UTDC databse. Have the server download or client side .dll download a few values every now and then. A system used by AV softwares these days to replace corrupt .dats .

TheWatcher
5th November, 2007, 12:08 AM
i make mutator that is not anticheat (it is for fair play...) but it use some simple method to detect if a player use obvious cheat as troublesome say. i do not think it is possible to get the mouse value like this because it will create too much work for server (on client it is possible to disable mod). also server use tick so mouse value will not give precise move of the mouse. if you have other idea i can try to make this in unrealscript.

http://www.unrealadmin.org/forums/showthread.php?t=25129

SkrU
17th December, 2007, 07:04 PM
anti BoM plugin already?