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detect-fps-hackers's Introduction

Hi ๐Ÿ‘‹, I'm Zero Bandwidth (David)

I'm just some guy playing a nerd disguised as another nerd. If only you knew the amount of VMs, Docker Containers, resource groups, and instances I have built and destroyed to get where I am now...


  • ๐Ÿ”ญ Iโ€™m currently working on model data for ML and AI

  • ๐Ÿ’ฌ I am always down to help out on any project or just have nerd conversations

  • ๐ŸŒฑ Iโ€™m currently learning how to center divs

  • ๐Ÿ“ซ How to reach me [email protected]


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chewymole

detect-fps-hackers's Issues

I want to help !!

Hi,
I play warzone, and its 30% or higher infested with hackers/cheats.
I have thought of this same idea, but on a smaller scale and only with public data available from Activision. Problem is its very hard to get access to it. I found 1 source awhile back but its not longer working. and had some code actually pulling my game data live on my website. But again that fell through and stopped working.

My plan was to get my lobby, then poll for all players in my lobby (with public data) which kinda sinks the ship, anyway then get any who have a 90% or higher headshot average and have a low rank say 50 and below or low time played against average headshots on all games played for that user. I am sure there are better metrics to use to identify hackers/cheaters. but this is a good starting point.

Cheaters get banned all the time, they just start up a new account and go again. So looking for new accounts with high accuracy is a good place to start.

if i found any i would log it, then go look up their public record on cod.tracker.gg but i never got that far because again my data source fell through.

Now, i like your idea but i am afraid you would have a hard time getting the data sets you need. not sure if the public data tracks hit box or the like. And if that's the case, you would need a client, which would be considered a cheat to use by the game. For instance PunkBuster (https://punkbuster.en.softonic.com/) which a lot of game engines use, but is basically useless in todays games. It has been around for years.

Ideally the game makers would allow Your anti-cheat client app to be installed with the game as a plugin/add-on, then your API service would do all the work after the clients push you the data sets. The game doesn't matter, as long as they have a plugin / add-on architecture system that can push game data through to the plugin. Then the plugin would just push the data to the ML/AI system. Once the system detected a cheater in the designated lobby, it could alert the pusher client which could then display something on screen. If enough players had the app, they could all team up and destroy the cheater. In a perfect world, the cheater would be highlighted on the screen for the entire lobby to see.

Game makers need to (if they have not already) generate a unique installation fingerprint for each game based on the hardware that is being used. So if its uninstalled / reinstalled it would end up with the same fingerprint. Then once a cheater is identified, that fingerprint is then stored in a db of bad guys. so if they try again, the insta-ban process will kick them to the curb.

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