Do Anti-Cheat Systems For Online Games Work? 131
Mr Wriggle writes "There is nothing worse than playing your favorite game online game, only to have someone frag you and your teammates blatantly using cheats. As many of you are aware, there are various Anti-Cheat systems available i.e. Punkbuster and Cheating Death. PunkBuster comes bundled in some games and is mandatory to play certain games on certain servers. I would like to ask the Slashdot community whether you think these systems work well, or do they cause more problems than they solve? Or is there a solution that the anti-cheat developers have overlooked? Additionally, is the locking-out of CD keys of people caught cheating the reason why more and more viruses attempt to steal CD keys of such games?"
Punkbuster (Score:5, Interesting)
Re:Punkbuster (Score:2)
Re:Punkbuster (Score:2)
Re:Punkbuster (Score:1)
Re:Punkbuster (Score:1)
Back when one of the anti-cheat thing came out, I had trouble due to having modified some music or something in game. Can't remember what it was, but because the file didn't match, even though it was an irrelevant file, I still got booted.
Other than that I've had no problems. Of course I don't believe they work either. Just like Securom and friends continue to update their "protections" (I use that term loosely), crackers are one step ahead. Same with cheats, when a new Punkbuster
Re:Punkbuster (Score:2)
Re:Punkbuster (Score:1)
Re:Punkbuster (Score:1)
Re:Punkbuster (Score:1)
Punks! (Score:5, Informative)
I'd say the cheaters on these servers are few and far between, if one is discovered the admins are quick to remove them
Re:Punks! (Score:1)
Same here.
OTOH, I don't really mind the cheaters so much anyway except in tournaments. Any other time, they'll still lose in the long term. Cheats are a crutch that rot the mind that uses them to the point that the person can't think for themselves.
I'm almost embarassed to say that I find it amusing to imagine the cheaters saying 'my precious' to themselves over and over eve
similar question on misc@openbsd.org (Score:4, Interesting)
I kind of have to agree, why not take the time to do it right the first time? Cheats are just creative uses of bad loops, or algorythms in the code (for example the long jump in quake III if you had a fast video card).
Different goals... (Score:5, Informative)
The 'long' jump in Quake is hardly a 'cheat' that PunkBuster is designed for. PunkBuster purpose is to remove client mods that give you auto-aim, radar/enemy position info, and enemy texture/highlighting type cheats. All of these involve modifying the client.
Yes, the client knows where all the players are. Yes that is a weakness. No it can't be fixed easily, because we have to deal with 60ms-200ms one way latency. That requires some think ahead, which means giving the client more info than they should have. If this was any other type of software than a FPS game we could suffer performance for security.
Programs like Punkbuster use arms-race philosphy to try and stay ahead of the cheat makers. Far less time goes into defeating a specific cheat, then it does to build that cheat. One small change to the pb client and away goes 2weeks coding work of a cheat-maker. PB tries to guarantee the client environment, including memory, and what they see on screen. The pb screen captuing util is the best defeense for an admin.
Having said all that, it's logically impossible for them to do this 100% effectively. You can not control and audit access the the system memory and devices on modern day motherboards. Anything you have running to check this can be modified.
It will take technology such as Pallidum to make true 'anti-cheat' and balanced playing environments. I welcome the day game programmers can trust the client and leverage caching techniques that require pervasive knowledge of the game world. It will make games faster and more enjoyable for a broader range of peple in geographically disparate areas.
Re:Different goals... (Score:3, Insightful)
It is a fundamental flaw to attempt to secure what is in the hands of the enemy (to paraphrase a well-said post below).
(OK, so I don't have anything of substance to add, yet. Sorry, I was deliberately wasting your time.)
Re:Different goals... (Score:1, Redundant)
Re:Different goals... (Score:1)
However,(this is actually an area of research that I am involved in), there is another option. Basically, when the game is distributed, you make sure that each copy of the game is different enough such that a cheat that works for hacker x won't work for script kiddy
Re:Different goals... (Score:1)
This is the fist time that I have heard of polymorphic code being used to prevent crackers.
You can at least rely on your system making PB obsolete, even if it doesn't stop cheating!.
Re:Different goals... (Score:1)
I can't help feeling your post was a Trojen FlaimBait (+5 Informative for pro- Palladium on /.), but anyway:
If you want hardware based DRM to protect your games why not use a console? Okay M$ are hoping that Palladium might actually work (as opposed to the current Xbox BIOS locks), but this sort of thing will always be much easier to implement on limited function consoles then multi-function PCs. If you aren't going to mod the games anyway then what is the advantage of a PC?
As always Palladium doesn't act
Re:similar question on misc@openbsd.org (Score:5, Informative)
The issue is that you can just as easily use this trick to bypass protection methods like CD and PB. And, much like antivirus software, even small changes of existing cheats/viruses will usually elude the fingerprint checks of countermeasures.
Re:similar question on misc@openbsd.org (Score:2)
Well then henning doesn't know what he's talking about. Cheaters are more often than not exploiting client side tweaks rather than game bugs.
Opening the enemy textures in photoshop and painting them bright pink isn't a software bug that needs fixing, it's a cheat.
Punkbuster makes sure that I haven't modified my maps or textures. It makes sure I haven't hacked OpenGL to turn off Fog. It
Re:similar question on misc@openbsd.org (Score:1)
I like it (Score:4, Informative)
I play SOF2 on a PB enabled server... in fact, I search exclusively for those servers... I've noticed a couple of cheaters so far, but by far, it seems to work out quite well..
Same goes for Enemy territory - not very many cheaters, and generally makes the game 'funner' to play...
One thing I *did* notice was that when the 'sync gameplay' was enabled (I think thats what it's called) that it would slow everyones FPS down without really telling anyone about it... so people would have laglike issues on a BRAND NEW machine - but other than that no problems at all...
As far as bannign Invalid CD-Keys - what a waste of time....
Inverse (Score:5, Insightful)
Re:Inverse (Score:3, Informative)
Re:Inverse (Score:3, Interesting)
I'm Dave, the lamer who wrote the most featureful bzflag cheat client out there, which I myself used on the cheat servers but was undoubtably used elsewhere after I released it.
Re:Inverse (Score:2)
Re:Inverse (Score:2)
http://www.mytsoftware.com/misc/bzsrc.zip
Win32 binary:
http://www.mytsoftware.com/misc/bzcheat.z ip
Note that I intentionally impaired the binary version to keep the kiddies off the servers used by the general public. It'll only function properly on 1.7e6 servers and below, and it'll advertise that they're using a cheat client. The source code version has 1.7g2 compatibility with most cheats. Most of the cheats are subtle, and can give a player a serious edge without being caught, hence the i
Re:Inverse (Score:2)
Actually, One game that matches your plan is corewars and its' spinoffs. You code a bot that plays a bot I coded.
it helps (Score:2)
A wise man once said,
The client is in the hands of the enemy, don't trust it. In an FPS game, it's nearly impossible not to.
Cheating Death (Score:5, Interesting)
Valve (the makers of HL) are offering their own security engine but its almost worthless since it gets updated rarley and it is aimed to detect cheats only.
Cheating Death on the other hand is aimed not only to detect but to prevent cheats (for example by moving the things you arent supposed to see anyway (player behind wall) to the players back). Because of this Cheating Death can't catch a cheater but his cheats are becoming useless. In addition to that Cheating Death is updated very often and so it is able to prevent most cheats.
Conclusion:
A anti-cheating engine that isn't updated regulary is almost rendered useless in a long run.
Re:Cheating Death (Score:5, Interesting)
I'm a veteran CS cheater. My favorites were the old speed cheats, and the 'complete' aim-bot, auto-kill cheats that allow you to kill sometimes 15 to 20 people in 1 match.
I was shameless, and loved joining 32player servers just to rape everyone on the server until they left in disgust.
Now you proobably won't see that in a CD or PB server, but most servers are public and people play very casually...usually searching for thier favoriate map as opposed to thier favorite server.
Now I had a very good (6 months?) of whoreage before I was finally busted for good, there is some kind of network which is reported to by admins that regulates WON IDs for all players. If a particular WON ID gets many consecutive complaints...as surely mine did because I cheated like an SOB...then that person's WON ID can be blocked.
My WON ID was blocked for 6 months...that was it...I couldn't play any more CS for 6 months. Let me tell you it was very effective, and I stopped cheating as a result of that experience.(Well...stopped cheating at CS anyhow
Re:Cheating Death (Score:2, Funny)
Well, at least the rest of the world can take comfort in the fact that you're never likely to have children.
Re:Cheating Death (Score:1)
I searched and searched and searched some more, and came up blank on p2p networks and on google. Which leads me to the question - how much do Punkbuster stand to gain from publicising the abundence of aimbots which in all reailty are pretty difficult to find?
Re:Cheating Death (Score:2)
But luckily for some, Valve offers up a form where you can plead your case. The above parent author? Ehh don't bother.
http://www.steampowered.com/index.php?area=chea
Re:Cheating Death (Score:1)
PunkBuster works pretty well (Score:5, Informative)
PB seems to work as advertised, and has never given me any problems. If it's letting some cheats through, it's not enough that it would affect my enjoyment of the game. If someone cares more about the outcome (or their performance), I suppose they may want a more foolproof tool - but PB is good enough for me.
Whenever you keep score (Score:4, Insightful)
Re:Whenever you keep score (Score:1)
Case in point: Agents [2y.net], a web based game that I play has someone posting regularly on the message boards accusing huge lists of people of using a script to play the game. I happen to be in one of those groups, and to know quite a few of the people he's accused; we're all playing it just for fun. Yet he's not happy being at the top levels of the
Re:Whenever you keep score (Score:1)
BFSecure (Score:4, Interesting)
On the other hand, It isn't too hot for competitve play. Updates aren't frequent enough.
I play bf1942 in the TWL 8-man ladder, and I must say, BFSecure is definitely a great tool. Updates are extremely frequent(at least once a week-- i only update before matches). It performs its job exceptionally-- the only thing we have to worry about is people using exploits.
Unfortunately though, as the name suggests, bfsecure is specifically for battlefield. I don't think they could keep up with the cheats if they had to handle multiple games.
America's Army - cheats are "built in" (Score:4, Informative)
however, it doesn't help that the developers decided to include a 'dev mode' or something that's basically providing a bunch of built-in cheats even in the latest 2.00a version.
saw it working just yesterday (Score:3, Informative)
So I know that PB works, because I've seen it in action.
Not necessarily proof (Score:1)
All you saw was a message from PB claiming that it kicked off a cheater. For all you know it kicked off an innocent person, and left one or more cheaters on the map.
Don't get me wrong, I like the program and use it, but its own activity reports do not constitute proof of effectiveness.
Re:saw it working just yesterday (Score:1)
Push hasn't come to shove yet mostly (Score:5, Insightful)
However, I think both the previously made comments and the news report itself is asking a different question for a different topic. Read the title again.
Do Anti-Cheat Systems For Online Games Work?
Note the fact that it merely states 'Online Games', yet everyone here is talking about FPS games. Well what about games like Warcraft 3? Theres currently no Punkbuster support for it (although Blizzard is doing a fairly good job at monitoring and banning cheaters). Theres no (effective 1st party) support for anti-cheating programs for Half-Life and its mods (Punkbuster and Cheating Death don't count).
What I'm trying to say is that this generation of anti-cheat systems is nothing more than a "warm-up" for next-gen games such as Half-Life 2 and Doom 3 (and maybe UT2k4 we'll have to see how its accepted though since its shipping on SIX CDs). We know pretty much anyone who considers themselves a gamer will pick up either HL2, Doom 3 or both so the chances of cheats being written is obviously high. When HL2 comes out (since its being released first), expect to see a complete change in the way anti-cheat systems are implemented in games.
Oh, and to answer the question: Yes, they do work. For now.
Nice try, but if there is no support... (Score:2)
So really your question is Is there anything holding back support for those games?
Re:Nice try, but if there is no support... (Score:1)
And to answer the question which YOU posed, "Is there anything holding back support for those games?". My answer is: Yes there is something holding back support for those (presumably future) games
Re:Nice try, but if there is no support... (Score:2)
Re:Nice try, but if there is no support... (Score:2)
RtCW didn't ship with PunkBuster, but it was added a few months later in a patch... compare the number of known cheats in the v1.0 RtCW (grenade spamming, etc) with the number of known cheats in the latest version and I'd say that PB seems to work great.
Re:Push hasn't come to shove yet mostly (Score:1)
Well, yes. That's where most cheating happens. RTSs and MMORPGs are much harder to cheat in, simply because of the way the games work. The worst you can do in many cases is a maphack, and often even that's not really possible.
Can't really tell... (Score:4, Informative)
It does seem to have gotten better, but sometimes I can't tell if someone really is that good, or if they're cheating. Of course, I don't like being shot round corners by cheaters; bots can also look like cheating players - they are very accurate over long distances, which normal players generally aren't.
One giveaway is ping: it's fair to assume that if someone has got a significantly better ping than you, they are going to get the shots in better. I've noticed that my playing is much better with a ping of 80 than with one of 120 - somehow I miss less the faster my ping is. For many, changing from an old modem to isdn/cable/dsl has at least as big an effect as any cheat would. I therefore think it's fair to suspect someone of cheating when they keep on fragging you although they have a 200 ping and you have 100.
With that said, I don't play on many servers that require anti-cheat programs like punkbuster, although the newer (steam) versions of HL and co seem like they might now have anti-cheat stuff built in.
-- Steve
That happened to me all the time (Score:5, Interesting)
"How did you kill me!!!!!111 I had full armor and health!" :("
"It's called a headshot. Get used to them."
"WTF!! You kill me every time I walk around that corner!"
"It's called 'aim', you should get some"
"This SUX0RS. You are using an aim bot
"Aim bot? Is bot short for robot? I don't have one of those, but your mother says I love like a robot"
1@|\/|37_69 voted to kick+ban You_Suck
So let that be a lesson to all of you out there. Sometimes people ARE just that good.
Re:That happened to me all the time (Score:1, Funny)
Re:Can't really tell... (Score:1)
I remember back in the days that I was playing Quake and Doom in 320 windows with 15-30 fps.. luckily, was solo or only one other player (ahh, the days of modems).
BUT, when I upgraded my computer, I owned; after playing with such crappy conditions, the upgrade made a huge difference.
Re:Can't really tell... (Score:3, Informative)
Not to mention that most of the guns can shoot through up to 3 feet of wall. Standing behind a door or right behind a box or a corner is useless for
My real problem w/ online FPS (Score:1, Funny)
There is nothing worse than playing my favorite game online game, only to have someone frag me using mad skills. Some of these guys are so good (or is it that I'm so bad?) that I don't even have a chance to get off two shots after I respawn before I'm killed, AGAIN. It is so frustrating. America's Army is the worst. It seems like everybody out there is so much better at the game that I am. Even newbies kick my ass all the time. It is so embarrassing.
The only way I even have the slightest chance i
Re:My real problem w/ online FPS (Score:3, Insightful)
Re:My real problem w/ online FPS (Score:3, Insightful)
You, sir, are the problem and why we need anti-cheat systems in the first place.
Play games with single-player modes against bots to develop your skills. Play on heavily-populated servers where there is wide range of players and skills to challenge. Success does not happen overnight, like any game practice is essential to become decent at it.
Only a selfish clod would ruin the game for everyo
Would YOU wanna be in a firefight with this guy? (Score:1)
Before I get into this, let me just say that I am one of those guys thats in the bottom 10% of FPS shooter players, but I LOVE playing these games. I play FPS team games whenever I have the chance and for the most part, that's unfortunately not very often. I constantly get my ass kicked by people who are good, people who cheat, and people who are just plain friggin lucky. There are times when I get so frustrated I belt out the occational "Jesus
False Postives (Score:5, Interesting)
I knew a guy in college (back when the anti-cheat programs were just getting popular) who was really good at shooters (particularly UT). In fact, he was too good: if he played on servers that had aimbot detection on he would get banned if he was having a good night. On servers without anti-aimbots the players would decide he was cheating and ban him after a while too. Unfortunately he had to completely retreat from public servers, and only play with people who knew him, although they still bitched about how accurate he was. I actually sat behind him and watched as he would catch a glimpse of someone on the other side of the map, move to a better location, and then heatshot them a few seconds later. He mostly used the sniper rifle, but just because of it's increased power (he got body or head on 90% of shots, so he mostly didn't need more than one shot), he usually made most of the flag caps for his team too.
Re: (Score:1)
Re:False Postives (Score:1)
Re:False Postives (Score:2)
LK
Re:False Postives (Score:4, Funny)
Much swearing was heard from the other end of the hall
Re:False Postives (Score:1)
In Quake 1 using threewave CTF:
I managed to grapple to an enemy who had a quad lightning gun, full health, switch to shotgun, and kill him that way.
Impressive as that is, we were both in the university lab [20-30 machines with people doing schoolwork]. So after that he stood up, slammed his headphones down, turned and yell "You son of a bitch!".
Re:False Postives (Score:1)
It's not like completely slaughtering everyone else is fun for long, unless you get a kick out of making people angry. If the latter is the case, you probably shouldn't be allowed out in public.
Re:False Postives (Score:1)
Cheating (Score:1)
Re:Cheating (Score:1)
Banning CD keys (Score:3, Insightful)
Ultimatly, only with 'trusted computing' (Score:3, Informative)
The only alternative is to use a hardware driven, trusted computing set of keys that validate that *the* hardware is there and that a real 'punkbuster' program is running. Although, in theory, if you can hack this key, you can get around even this, although the key can be made sufficiently difficult so that you will need centuries to crack it and you lack the ability to physically pull apart a CPU.
Working against any cheat is publicity. Most hackers do not make the cheat for their own purposes but because they WANT publicity (I am guessing about the 'most' part - I have no imperical evidence). And once a cheat is publicized, Punkbuster, etc. can break it.
Of course, we have a the hackers who only share with their clan or just use them themselves, but their impact on the average player should be limited.
Cheat-Free ProQuake (Score:3, Informative)
I'm curious if anyone here has heard of any attacks on this cheat-free method?
Thanks
-molo
Punkbusters eat up all resources (Score:2)
I know of a server admin who used to host a RTCW server back in the original release with RTCW when punkbusters didn't exist. He claims the ping times and average server ran fine on 1 gig of RAM. He later upgraded to 2 gigs.
Since the introduction of punkbusters, he has had numerous times when RAM would just randomly be used. Despite all the player's ping times looking normal, performance just didn't feel the same. Even myself as a player have to a
How do cheats work? (Score:1)
It's complicated (Score:1)
Re:How do cheats work? (Score:2, Informative)
The main reason there are cheats is that the game clients know too much. In ideal world, the game clients would be completely stupid and would only know what's necessary (for example, in FPSes, the client would only know of the players that are in the player's view).
However, implementing things in "dumb" way is not efficient or particularly lag-friendly, so clients have to know a lot of things. The more secure you make the client protocol, the slower and more unreliable the game becomes.
In particular, t
CS anti-cheating research (Score:1)
There are some CS research papers, which are starting to address cheating from a more fundamental (theoretic) point of view. Here's one that applies cryptography to prevent cheating for distributed game protocols:
Cheat-Proof Playout for Centralized and Distributed Online Games [umass.edu]
From the SIGNL lab at UMass, Amherst. [umass.edu]
Anyone know of any more?
Cons of Anti-Cheat technology (Score:1)
Restrictive net code often leads to problems inside the game, several games have issues where if you walk around a corner the opponent may not be there for a second then suddenly appear, this is a bigger problem than cheating.
CoD need PB (Score:2)
Give it some time to mature. (Score:1)
Re:Give it some time to mature. (Score:2)
I've used both of them. (Score:4, Interesting)
I used Punk Buster with Quake 3 Gold and was not able to get it to work due to the lack of help from Id and a problem with XP that prevented the PB updates from fully setting.
I used Cheating-Death when playing the Half-Life WW2 Mod 'Day of Defeat'. On the plus side, this program sucessfully weeded out all the hackers and cheaters very quickly. Updates were made much more frequently than VAC (Valve's Anti-Cheating solution) ever did. I LOVED that CD found the cheats and updated them within a week of being known. VAC? You would have to wait until they released their updates which were few and far between.
The Drawback was that the program WAS developed independently of Valve and the program gave the playing experience many 'challenges'. Most of which were lag related.
So yes, they work but the game companies need to work more closely and quickly with these solutions as they are EXCELLENT solutions to the cheating problems in on-line games.
Dolemite
_____________________________________
PB (Score:2, Insightful)
I only have experience with Punkbuster on RTCW and Enemy Territory - playing, running servers and modding a large forum.
Detecting cheats is the big selling point of PB, and fundamentally what it is for. How well it works at removing cheaters depends on your point of view. PB generally only picks up cheats the developers have found - those posted on cheater sites/forums or submitted by players who have come accross them. PB is then auto
Re:PB (Score:1)
We don't need to prevent cheating... (Score:1)
Re:We don't need to prevent cheating... (Score:1)
I don't know if I'd want to play with people my same skill level. Having more advanced people on a server is cool, because then someone can fly the helicopter in and drop the newbies off on the enemy base while defending them from above...
Eh, I dunno. I say if a server has too many elite players or newbies on it
Re:We don't need to prevent cheating... (Score:1)
I wouldn't really gain much from playing against Andre Aggassi or Gary Kasparov. I'd get beatdown too much.
I generally find that ladder systems are much better in the long run. There's enough variation that you do play people better (and worse) than you. But never by too much.
Passworded servers? (Score:2, Insightful)
Actually, this is the main reason Clans are formed. There just a bunch of people who want to play together, without all the idiots on the server with them. That, and the fact that if you play with the same people enough, you get to know who is good at what--and who to stay away from.
Also, having a teamspeak server helps out--as having private and secure comms be
Yes (Score:1)
About 5 minutes or so later, a sys message comes up: x_player is using
Fast and effective UT protection (Score:1)
A Server Admin's Perspective (Score:2)
It works fine. It catches cheaters.
What it can't catch is people who exploit bugs in-game. Firearms, for example, had several exploits that we knew were out there, but didn't know how to reproduce or stop. You need to have good, trustworthy admins who aren't afraid to wield the ban stick. And they need to watch people
Simply put. (Score:2, Interesting)
Are they worth the effort? In my opinion, nope.
Cheats will always be out there that cannot be detected, blocked, or otherwise foiled by these 'anti-cheats', so why bother to trouble the legit players with annoying software? At least in HL mods, where a seperate program must be run asside from the game. It's just not worth my time, so I avoid these servers like the plague. The actual amount of cheaters that play CS is probably a lot less than people would like to think, and it's not hard
No, they don't work. (Score:1, Insightful)
Now, some of them are obvious (like me) and just go on, cheat, laugh and leave. Others actually try to play themselves off as being "good" players, which seems silly to me.
Cheating will never be prevented in online games that run on the PC platform. It's way
CD KEY (Score:1)
1) punishing cheaters
2) a evolutionary force to weed out dumb people who don't secure their computers
3) a way to ensures that people smarten up and don't give important info online to random people
4) it forces cheaters to get more cd-keys. makign it harder for them to play.
All around, it's a huge bennifit. As long as there are few false positives then it's good. The people who get scammed should know better. And even when they do it's not my problem.
Re:CD KEY (Score:2)
VAC doesn't get updated REALLY fast, and it doesn't catch every cheat. Those who use the latest "cutting edge" cheats can still cheat. HOWEVER, here's the big difference: if it catches you, you're screwed - banned for 5 years from ALL Valve game servers running cheat detection. Currently this is about 85% of all servers running Counter-Strike [counter-strike.net], Day of Defeat [dayofdefeat.net], etc.
So the basic model for VAC is to have not the best cheat detection,
So change the paradigm for games..... (Score:2, Interesting)
I think that most people are missing the point in their furor over cheating.
The real issue is one of a level playing field, right? That's the basic problem with cheating: it unbalances the game in favor of one player.
That in itself isn't a big deal. Lots of things unbalance a game: hardware (if my bigger badder machine draws frames four times as fast as yours, I'm probably gonna kick yer butt more often than not), network latency, skill,
Obviously it's easy to deal with hardware, latency
Re:So change the paradigm for games..... (Score:1)
Cheaters serve a useful purpose.. (Score:2, Funny)
Re:Huh? (Score:1, Offtopic)
Not everyone good is a cheater. (Score:2, Insightful)
Example 1: The idiot who always, always ran to the same hiding place to try for an ambush. After about two rounds, I started shooting through the crate to kill him. He claimed I was using a wall hack, but I really just knew he'd be sitting in the same place again.
Example 2: The