Game:ref's Hardware Solution To Cheating In eSports 65
An anonymous reader writes: Cheating is a real problem in today's most popular online multiplayer games, and not just on public servers. Some of the world's top Counter-Strike: Global Offensive players have been banned by Valve's Anti-Cheat System (VACS) in recent months too, bringing a nascent eSport into disrepute. But one gamer is taking a different approach, creating a hardware solution called Game:ref to tackle the problem. Simple in design — Game:ref, which the creator hopes to fund on Kickstarter soon, compares on screen movement with your inputs — but powerful in potential, the device has the potential to catch out illegal macro users both on and offline. It's already attracting interest in the top flight too.
"I've had some people from [eSports teams] Complexity, SK Gaming, and a few high-profile streamers reach out. I would say everyone seems onboard with making online PC gaming a more enjoyable experience," says inventor David Titarenco, a former Counter-Strike pro himself. "After all, most cheating on consoles has been eradicated, why should PC be so far behind?"
"I've had some people from [eSports teams] Complexity, SK Gaming, and a few high-profile streamers reach out. I would say everyone seems onboard with making online PC gaming a more enjoyable experience," says inventor David Titarenco, a former Counter-Strike pro himself. "After all, most cheating on consoles has been eradicated, why should PC be so far behind?"
Won't work for long... (Score:3)
Sorry, but a hardware-based solution isn't going to be much different.
I say this because for years, software applications like 3DS Max/Viz required a hardware dongle latched onto the back of one's workstation before the app would even launch (it was replaced by a software version of C_DILLA eventually). Before and after, it was almost trivial to emulate the hardware, its responses, and 'plug' the emulated hardware into a virtual port. Today, most mobos don't have as much variety of hardware I/O (you're luck
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a mouse driver can be modified to filter through the cheat software before moving onto the anti-cheat device, then the game, etc... the time-shift wouldn't be really large enough to alert anyone (and might even help emulate a 'human' factor into the cheat, thereby saving you from writing in a few random delays). Same w/ the keyboard, come to think of it...
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However, keyboards and keyboard converters are easily available which can do macros in the hardware.
Soarer's. Blue Cube. [deskthority.net] Tipro. [deskthority.net] Cherry G86 (and even some G80 and G81). Xkeys. [xkeys.com] All hardware-programmable (and that's just off the top of my head). Even if you can detect the use of "illegal macro software", what about the hardware options?
Which makes me ask, what the hell is an "illegal macro" anyhow? If something is so predictable that it can be scripted and bound to a single key, then it shouldn't really take multiple presses of a key to do it in the first place. This is not just limited to games, it extends
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Depends on the game. For some games, the skill is all about quickly executing certain key combinations, for others it involves elements of timing. For others, that include a lot of scripting hooks just so you can make common things easier, they don't want you going overboard and writing complex interactions that do conditionally respond to stuff.
That still won't stop anyone. Write a macro that gets you to a conditional branch, then two or three or however many more you need based on the situation faced. "Oh, it's going THAT way, better use the Blue layer."
I'm not an elite gamer, and I never will be, but I do like my particular flavor of hardware. If you as an organizer were to tell me I had to use the same Razer Black Widow as you're saddling everyone else with, I'd be saying "no thanks, can I get my entry fee back?" because I don't even use QWERTY
proformence enhancing (Score:2)
it seems a/etheletes are cheating... should just ban sports for profit/money
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Nah, watching a bot you wrote operate is pretty damn fun. I'd like to see more bot vs bot tournaments in all kinds of games.
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This is the most fun! And it's truly a battle of minds, not reflexes. We did this in an AI class in college. It was just a trivial game, but the last day of the project was battling all of our AI's out in a tournament. We literally just sat and watched our AI compete. Probably less of a spectator sport, but so much better than a traditional programming contest where fast and dirty is the goal.
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For me there is a line between cheating on a single player game for my own amusement (poking at ram values in a console emulator for instance) and automating online play against others.
In the first instance, the only one that is potentially hurt is me. This in that i may ruin my enjoyment of a game.
In the second i am ruining the fun of everyone that share the server with me.
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Why should they be any different than regular athletes?
I don't understand (Score:3)
As I understand it, it uses hardware to try to catch software-based cheats. Anything that comes from your keyboard/mouse will be trusted. What's the use-case for this?
In one breath he cites tournaments - but shouldn't tournament organizers provide and lock-down the machines that people play on?
He also claims that cheaters were responsible for the death of DayZ and Rust - but it's not like Indie games are going to require you to buy a hardware anti-cheat device to play; and cheaters just simply aren't going to use the device.
(Also; if this adds any latency to your input, gamers won't use it. They're nerds like that.)
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Right, but I don't think there's any way to detect "illegal macros" in the hardware with this. If your keyboard does multiple actions with one button press, it'll look to the device like you pressed multiple buttons in order (and, if you program it right, with a realistic human-speed delay).
I just can't understand why he'd go to Kickstarter with something that nobody wants to buy.
Re: I don't understand (Score:1)
Well, the sad fact is, you don't need a complex device, just two refs and everyone with a webcam. A person traditionally is better equipped for this kind of anticheat, than any software/hardware combo.
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Again, in what scenario? In-person tournaments should be locked down so that you can't install an aimbot. Online, you can't require every user of your game to buy one of these. And even if the online tournament in question does (and somehow the device can't be spoofed or tampered with), you just make your aimbot spit out mouse movements/clicks and redirect them back in through the hardware interface.
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How does the serve admin know that the software is accurately reporting what hardware the user has installed when the user controls his own PC, which could without *too* much difficulty be set up to misreport its hardware configuration.to the software that connects to the server?
I'm sure there'd be a DMCA violation in there somewhere, but this concept and the measures that are being proposed here wouldn't make anyone who genuinely wanted to cheat even blink.
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most of the shit on kickstarter is stuff nobody wants to buy, that's why they can't get real funding, real backers, or deliver anything on time.
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...shouldn't tournament organizers provide and lock-down the machines that people play on?
This, right here. Wanna play for money? Use our computers - each one is normalized, matched, patched, and clean of everything but the game... hell, fill the USB and other ports with epoxy if you're worried about someone sneaking in a geek stick with cheats, and proxy the hell out of it to prevent Internet access. Allow players to configure the game through the UI if they want, but otherwise no other action allowed outside of the game itself, and seal the cases with tamper-evident tape.
The only possible obst
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I don't see any gray areas - require each player to use the same config (other than what can be accessed through the game UI) as every other player, the same as pretty much any other serious sport puts the players on a level playing field. If the game allows it, and
"Most cheating on consoles has been eradicated?" (Score:2)
Has most console cheating actually been eradicaated, or is it just that people aren't being caught anymore?
Also, consoles are closed systems, whereas a desktop computer is an open system. I see eSports going the way of car racing: different events test different skills. We all know that cars can go faster than human reflexes can manage. Enter Formula racing, which is kind of analogous to console racing: everyone gets the same basic hardware, and can only tweak within those constraints. By comparison, PC
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Do it in a stadium with approved equipment? (Score:2)
I mean, if someone has the hardware & software in their own home, there's really no telling what they're going to do with it. Maybe they're just mod the Game:ref to say you're not cheating when you are. Or some other method of circumvention.
The only game competition that I would trust is one where they all played on identical equipment on a controlled network in an room ('arena' seems too lofty for 'place to play computer games'). If money was involved, (10's of thousands or more) I don't think it's
Anti:Game:ref (Score:4, Insightful)
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I was thinking just that - creating a USB device that takes input from one port, and simulates a mouse on the other, is pretty trivial.
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Which MMO was this?
Two things... (Score:5, Insightful)
First,
Consoles are almost completely devoid of cheaters because they provide anti-cheat solutions baked-in their hardware.
I'm not sure what consoles this guy has been playing, but cheating is rampant in pretty much every popular console game. Some kinds of cheats may be harder to implement on consoles, but they always find ways to do it.
Second, all his rig does is monitor USB inputs. The same USB inputs I can fake using literally the same Arduino hardware he seems to be using for his prototypes. Any kind of macro-based cheats would be trivial to implement on USB-capable microcontrollers. One's cheat program of choice just has to change from sending fake inputs directly to the OS over to passing the same input commands out to a simple piece of hardware which then sends them right back as USB HID inputs.
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Consoles aren't fool-proof. But other than the PS3 there's no easy way to inject arbitrary code. So other than taking advantage of bugs (which are the developer's fault), you can't really cheat on something like the XB1 or PS4 like you can the PC.
Cheating the PC, by comparison, is almost always
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Consoles aren't fool-proof. But other than the PS3 there's no easy way to inject arbitrary code. So other than taking advantage of bugs (which are the developer's fault), you can't really cheat on something like the XB1 or PS4 like you can the PC.
Cheating the PC, by comparison, is almost always accomplished via arbitrary code. Wallhacks, aimbots, complex macros, tools that unveil more data than the player is meant to see, etc.
Every single last-gen console was hacked wide open. 360 and Wii will happily run arbitrary code just as well as the PS3. Last time I checked the Wii was still a purely software mod, no hardware required. Xbox 360 requires hardware unless you have an old console that hasn't been updated in years, just like the PS3 now that both have patched their major security holes.
Re:Two things... consoles have cheaters (Score:1)
Absolutely the consoles are filled with cheaters. Explain how online players have infinite health, armor that never degrades or run out of ammo (assuming ammo, of course).
The pitch is that cheating is solved, but the facts are exactly the opposite. Xbox 360 has been cracked more than once. The PS3 is infinitely hackable. The new consoles are effectively cheap PCs and as such will be cracked if they aren't already. Then there are the modified controllers, the use of a PC or an Arduino (et.al.) as the input d
New on EBAY: Gamers keyboard(macro enabled) (Score:2)
Anti cheating techniques are successful at first, then there is the circumvention, nothing is bullet proof however using certified hardware in an controlled enviroment is a good start.
For online gaming high stakes = high interested = much energy leading to:
a.) broad band solutions for common cheaters
b.) specialised expensive hand crafted cheats
History:
1.) Nvidia looking glas hack - driver version detector+screenshooter
2.) dummy OpenGL dll wrapper - file scanner+screenshooter
also solved rat auto fire.
3.) gam
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Lag. (Score:1)
Why are macros cheating? (Score:1)
We have some limits on what we consider cheating. Corked bats are not allowed in baseball. Steroids are considered bad everywhere. But in bicycling I can spend millions in a wind tunnel and devise ways to drop the mass of my bike. We have swimsuits which improve water flow for speed. So my question is this: Why have we decided that macros are cheating?
Assuming that a professional gamer isn't going to go down the script-kiddie road, any macros that a top-tier gamer would use would be based on experience, kno
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Some macros are cheating, some macros are not.
You are probably thinking of the latter type of macro, like a buy script to purchase a pre-defined set of gear.
The former type would be something like an anti-recoil mouse movement macro that removes any need to compensate for recoil by the player.
Consoles (Score:2)
lolwut? Whoever wrote that must not be playing any popular online console games.
wroooong! (Score:1)
BULLSHIT! People cheat constantly. It's either modding, glitches, file manipulation, modded controllers, artificial network delays, packet manipulation, etc and the only difference is console makers can't go anything about it because it's a walled garden instead of a real computer.
Great Idea and I'm all for it (Score:2)
But all of the game producers would have to be on board for it to work efficiently. Which comes down to salesmanship and it's licenses cost.