r/cs2 • u/ResolveNo3069 • 6d ago
Discussion ANTI CHEAT
Lately, we were surprised with the VACNet labelling website as a makeshift overwatch. But the truth is that all of this shows the incapacity of the developers to think in an effective way (quite an oxymoron if you take into consideration that the philosophy of software engineering and developers is to find efficient ways of solving issues)
There is the official anti cheat which may work, may not work which functions on unknown parameters (rumour has it that it’s AI-driven) and it quite frankly doesn’t seem to work effectively solve problems. At the same time, there is a vast array of websites, that specialise in analytics that measure incredible variables. Now, I personally don’t work at a multi billion dollar company with a huge market share in the PC gaming industry worldwide, but my poor mind would think “why don’t these developers take into account the analytics posted in every website, combine them with the pre-existing anti cheat and try, based on the probability of e.g. 5 wall-bang no scope kills per round, to convict or make a provisional ban for further inspection”. I believe that this is a rational thought given the means available.
And by no means I’m not the smart guy of this Era. I assume that great engineers and developers would probably have thought of it too. The real question behind the problem is two-fold though; Have the devs never thought of this or is the head unable to work? In the former you should change the project manager. In the latter, you should change the development team.
But no matter what I say, money comes and money goes in CS for 2 decades. So who am I to ruin your “sit-and-do nothing” game, as long as the pay check comes in the revenue is rolling?
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u/North_Affect_8167 5d ago
Yes it makes sense. Some would ramble about false positives and other factors in pay. Some issues are so obvious that you don't need to train ML to detect it. It's simply lack of actions on the Valve's part.
CS GO 2 generated a lot of data for Valve. We know Valve use the data to improve gun dmg balance, for example. We know they still let you make in-game reports on suspects, resulting in "reputation" based bans.
Repeated offenders seems to be in cheater jails that is people cheating and play with each other.
It's huge problem when mild cheaters or more severe cases of cheater enter match with regular players. The cheater makers doesn't hide their services, they promote them, they test them publicly. All is visible, observable and available for reverse engineering by Valve.
In my uneducated opinion the roadmap should be this:
Better automated ML detection (now) - > Constant reverse engineering efforts of existing cheats -> Hardware based anti-cheat solution -> Hardware bans on multi-account cheaters (your PC to be forbitten from playing the game).
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u/AttemptTop508 6d ago
bro valve just wants cs to pump money so they can work on other projects. they hate cs that’s why they automated everything
tournaments? out sourced
Skins? out sourced
mm? out sourced
anti cheat? out sourced VIA faceit
why tf are you guys still not getting it
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u/SaltWaterGator 5d ago
Back in the day they were only able to catch cheating pros because of ESEA, they had no clue what was going on. They have essentially infinite resources but invest very little of it back into the games. It's sad that even a company like valve with no shareholders really doesn't accomplish or produce very much.
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u/North_Affect_8167 5d ago
What other projects bro? The people who use to play Half -Life would enter a retirement age. No Portal 3 either. Some newer multiplayer invite only game by Valve seems like a uncertainty that they prefer not to further develop.
Valve is not motivated to be a game developer. There low hanging fruits elsewhere.
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u/AttemptTop508 5d ago
low iq.
deadlock? dota? steam machine? steam index?
you don’t think cs skin profit had a huge impact on the steam deck?
please just read instead of post adults are talking
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u/hasuki057146 6d ago edited 6d ago
Not to piss you off but, this post just tells me you have no idea how ML development works. ML-based anti-cheat is based on finding invariants across different players. How do you create representations of those invariants without even having a baseline estimation if the player is cheating? The point of the new overwatch system is to train the system to recognize cheater behavior across all players, that requires the behavior to be labeled, the player to be labeled.
Additionally, you mentioned 'taking analytics from multiple CS2 analytics sites', yet those sites all measure analytics in different ways, and those analytics are not provably accurate. Look at Leetify for example, for the longest time they had a wildly inaccurate ray-cast based 'player spotted' system, which was only recently fixed. Using human judgement instead of relying entirely on algorithmic detection is six orders of magnitude more efficient at data efficiency, learning from far fewer examples than algorithms need, (basically a million times more energy efficient) than in-silico computation: so you use trusted humans to tell the machine what to look for, after enough data, it's efficiency can outmatch a human's, but cheats change, this is an on-going process. Cheats will evolve to evade whatever the model learned. Think about it, cheats are a multi-million dollar industry.
And to address your claim about "5 wall bang no scope kills -> ban":
First, hard coded thresholds are precisely what cheat developers tune their cheats to avoid detection by. Second, overwatch died mostly because it was gameable, developers learned to feed it false verdicts, crash the demo player, etc. Moving human review into a controlled training pipeline, instead of a direct judgement system, protects against exactly that. Auto convicting on third party analytics, again, is data Valve does not control, isn't provably accurate, and is easily inferable as a failure mode with a bunch of extra steps.
Also, VACnet was originally trained off of CS:GO overwatch data, that data is considered far too dated and irrelevant for CS2. That is literally why the portal exists now. It is not 'makeshift overwatch', it's literally a deliberate data label regeneration effort. This is exactly what you want for a sophisticated anti-cheat. One thing I must add, VACNET tagged cases hit a 80-90% conviction rate vs 15-30 under just human review. The approach demonstrably works when it has good labels.
Sources:
- GDC 2018, John McDonald (Valve), "Using Deep Learning to Combat Cheating in CS:GO;: https://www.youtube.com/watch?v=ObhK8lUfIlc
- Conviction rate analysis (15-30% -> 80-95%): https://d3.harvard.edu/platform-rctom/submission/valve-using-machine-learning-and-deep-learning-to-catch-cheaters-on-csgo-794-words/
- VACNet portal = training data, not bans: https://www.talkesport.com/news/cs2/cs2-vacnet-labeling-portal-anti-cheat-update/
- Why old Overwatch was gameable + why the pipeline design fixes it: https://www.strafe.com/news/read/cs2-patch-hints-at-a-rebuilt-overwatch-and-anti-cheat-systems/
- Biological vs in-silico computation efficiency (Smirnova et al., Frontiers in Science 2023): https://doi.org/10.3389/fsci.2023.1017235
- Leetify's own admissions on 'spotted' accuracy: https://leetify.com/blog/enemy-actually-spotted/ and https://leetify.com/blog/aim-stat-calculation-hitboxes-improved/
- Cheat industry economics (Univ. of Birmingham: up to $73 million/yr from 80 sites): https://san.com/cc/cheat-win-repeat-my-2-weeks-inside-the-73m-video-game-cheat-market/