The ABI status of ELF hash tables
The ABI status of ELF hash tables
Posted Aug 19, 2022 14:34 UTC (Fri) by josh (subscriber, #17465)Parent article: The ABI status of ELF hash tables
Posted Aug 19, 2022 14:40 UTC (Fri)
by immibis (subscriber, #105511)
[Link] (14 responses)
Posted Aug 19, 2022 17:13 UTC (Fri)
by flussence (guest, #85566)
[Link] (13 responses)
Posted Aug 19, 2022 17:35 UTC (Fri)
by tux3 (subscriber, #101245)
[Link] (5 responses)
Anticheats are in the business of preventing you from controlling the code that runs on your machine, so that you can't decide to run code that would give you an unfair advantage.
Which, short of imposing remote attestation hardware DRMs, tends to be strongly at odds with a free software system.
Posted Aug 20, 2022 13:31 UTC (Sat)
by gray_-_wolf (subscriber, #131074)
[Link]
Just to add to this, sometimes being fine-grained enough is simply not possible due to latency requirements. Sometimes in very fast paced games the client need to have more information than user (player) should see in order to be able to quickly react to inputs.
Posted Aug 21, 2022 2:57 UTC (Sun)
by bartoc (guest, #124262)
[Link] (3 responses)
Ultimately an open source anti-cheat probably could catch a lot of people, anti-cheat by it's nature tends not to catch the kind of people that can decipher anti-cheat source code. It's more to catch people using known cheats I think.
Posted Aug 21, 2022 20:33 UTC (Sun)
by jkingweb (subscriber, #113039)
[Link] (2 responses)
What is "star sense"?
Posted Aug 21, 2022 21:53 UTC (Sun)
by bartoc (guest, #124262)
[Link] (1 responses)
In any event really good game sense can result in you taking actions to respond to stuff before you can see it. You see this in Starcraft a lot, it can look like someone is using maphacks but in reality they are just really experienced.
Posted Oct 26, 2022 17:54 UTC (Wed)
by sammythesnake (guest, #17693)
[Link]
https://en.m.wikipedia.org/wiki/Minimax
To be fair, I use this kind of thing (along with other reasonable understandings of less deterministic but still somewhat predictable behaviour - something more akin to a Bayesian model, but again more intuitive than rigorous) all the time while doing such boringly quotidian things as driving - it's not at all rare that I twig somebody's planning to execute a turn a fair time before they remember that indicators are a thing, for example (assuming they ever actually do - BMW/Audi/etc. stereotypes notwithstanding) It's literally saved my life on a few occasions...
Posted Aug 19, 2022 17:45 UTC (Fri)
by tshow (subscriber, #6411)
[Link] (5 responses)
It's a far thornier problem.
That said, the companies that make anti-cheat software haven't exactly covered themselves in glory. A lot of what's in the field look suspiciously like what would happen if you got the enthusiastic intern to write a rootkit.
Posted Aug 19, 2022 20:39 UTC (Fri)
by camhusmj38 (subscriber, #99234)
[Link] (1 responses)
Posted Sep 2, 2022 13:45 UTC (Fri)
by Darkstar (guest, #28767)
[Link]
You probably wouldn't play any competitive First-Person Shooter games anyway, I assume?
Because if you did, and you knew that everyone else could be cheating on you without you knowing, I guess you would be more open to having a kernel-based anti-cheat driver.
Posted Aug 21, 2022 9:30 UTC (Sun)
by jengelh (guest, #33263)
[Link] (1 responses)
Any 2-team n-vs-n player setup reduces to a 1-vs-1 problem, because the other team could *also* be colluding.
Posted Aug 22, 2022 7:12 UTC (Mon)
by NYKevin (subscriber, #129325)
[Link]
Posted Aug 22, 2022 19:58 UTC (Mon)
by flussence (guest, #85566)
[Link]
If it's an entirely remote event then the problem is interesting, but at a live event I'd imagine a client-server setup where one team's clients are raising red flags with the server and the others are silent would quickly become embarrassing to the cheaters.
FWIW, even proprietary anti-cheat software hasn't stopped people cheating all the way to finals on stage and then getting caught there.
Posted Aug 19, 2022 17:50 UTC (Fri)
by excors (subscriber, #95769)
[Link]
You need to either lock down the client hardware so thoroughly that you can be certain it's only running the software provided by the game developer (as with consoles), or engage in an endless arms race of updating detection for cheats which are then updated to circumvent that detection. Game developers will never completely win, but in practice they usually do a good enough job to stop the game being made unplayable by a flood of cheaters. They'd find it much harder if they freely shared their detection algorithms with the cheat developers.
(You can also limit yourself to developing games where players don't gain an unfair advantage by cheating, but a lot of people enjoy competitive PvP action games and it'd be a shame to rule them out.)
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables
Playground piece of wisdom: If you don't like the rules or how they are applied by the other player(s) and/or the umpire (if there is one), stop participating.
The ABI status of ELF hash tables
The ABI status of ELF hash tables
The ABI status of ELF hash tables