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It seems like what this needs is the return of video arcades.

Fill a room at the mall with Linux boxen with midrange GPUs and fiber internet and the sort of keyboards you can clean with pressurized water. Charge an entry fee and then sell pizza, cheetos, coffee, soda and beer. Open at 11AM and close at sunrise.

Then publish the public IPs used by the arcade-owned machines at each location in the chain and use different public IPs for the customer WiFi. No DRM nonsense, just a way to know you're playing with someone at the arcade where the management doesn't allow cheats on their machines.

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Yes exactly but you do not go far enough with your plans. What is the point of any game if we can not determine who has memorised the meta best and who’s fingers twitch fastest. We need to out law general purpose computing in society and first it must be slowly phased out. Humans have shown they can not be trusted with open platforms they will always cheat and scam each other to gain an advantage. We will also need eye tracking devices to determine if they are cheating by reading notes off paper nearby. I think your plan comes to perfection if we chip everyone in case someone else plays for them on the locked down device.
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I generally agree with this conclusion but there are a class of cheats that don't just improve the player's speed/aim/reaction time/etc but actually give you information that you shouldn't have but needs to be available locally to hide network latency like players on the other side of a wall.
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Chess anti-cheat now relies on looking at your moves and spotting mistakes. Not even grandmasters play tactically perfect games so this works pretty well for finding cheaters. In theory FPS games could do the same to detect aimbotting.
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I still don't understand why we aren't using server-side gameplay analysis for cheat detection. You can have some obvious inhuman-level gameplay heuristics for real time kicks/timeouts during matches and post-game analysis by AI to flag for review or outright automatically ban gameplay that deviates from normal high-level players.
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Games very much are using server-side statistics analysis for cheat detection. Valve made a presentation about it and Epic has an API for feeding game state data to ML anticheat for aimbot detection (game-specific and in addition to their existing anticheat measures)

It’s just that it doesn’t work.

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But why doesn't it work?
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Either everyone on Earth who’s working on this has a skill issue (which is probably hubris?) or there’s not enough differing humanized enough aimbot from human aim (note: Valve manages to screw up even here, with cheaters in Premier basically rage aimbotting these days IIRC)

In addition, there’s not much these things can do against subtler stuff like ESP.

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So now we're using an AI cheat snoop to detect the behaviours of AIs, which means the cheat AI will need to learn to avoid the tell-tale patterns the AI cheat snoop looks for and avoid them, which mean the AI cheat snoop will need to....
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It won't close the skill gap bump, but the more an AI aimbot degrades itself to mimic a human to beat cheat detection the less advantage it will give to the players using it.

It is scary how nuanced the cheating tools already here. Here is a video promoting cheat software explaining how nuanced their aimbot system can be made to mimic real play: https://www.youtube.com/watch?v=hrBohlkHMjU

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and will have to do something along those lines for online play.
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> existing anti-cheat measures can simply be avoided by letting the AI play through the same interface as a human.

Great. Now we are going to get “secure cables” for mouse and keyboard and bluetooth device attestation.

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You're already one step behind. The interface the human player is using isn't USB, it's genuine keyboards and mice.
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No one is going to use LLMs if aimbots are available.

Have you even played an FPS vs an aimbots before?

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