←back to thread

379 points mobeigi | 1 comments | | HN request time: 0.315s | source
Show context
snarfy ◴[] No.41862807[source]
For UT2004, you can ban by player GUID (a hash of the CD key) or IP. With the game abandoned by Epic, a number of key generators have cropped up, which makes GUID bans useless. IP bans only go so far with VPNs costing $2 these days.

The main solutions we have today are IP ban + VPN blocking using a database of known VPN subnets and adding them all to the firewall, and a similar fingerprinting technique which scans their folder structure of certain system folders.

replies(12): >>41862963 #>>41863123 #>>41863371 #>>41864302 #>>41864313 #>>41864340 #>>41864577 #>>41865500 #>>41865762 #>>41866999 #>>41867262 #>>41885146 #
project2501a ◴[] No.41864340[source]
sorry for the not-so-smart question.

the cheats are software, software has certain quirks, like the way it aims or the way it tracks. And I'm willing to bet it has enough distinctiveness from human aiming to be classified. Couldn't a classifier work on the behavior of the cheating software itself, rather than use IP bans?

replies(4): >>41864387 #>>41864451 #>>41864518 #>>41865760 #
1. treyd ◴[] No.41864451[source]
This is part of what Valve does in CS. It works pretty well but it does have false positives so it requires user intervention for confirmation of bans.