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Wikipedia

Cheating in online games

On online games, cheating subverts the rules or mechanics of the games to gain an unfair advantage over other players, generally with the use of third-party software.[1][2] What constitutes cheating is dependent on the game in question, its rules, and consensus opinion as to whether a particular activity is considered to be cheating.

A video game cheat menu
Typical extrasensory perception (ESP) hack showing the health, name and bounding box of an entity that is not otherwise visible

Cheating is present in most multiplayer online games, but it is difficult to measure.[3][4] Various methods of cheating in online games can take the form of software assistance, such as scripts and bots, and various forms of unsporting play taking advantage of exploits within the game. The Internet and darknets can provide players with the methodology necessary to cheat in online games, with software often available for purchase.[5]

As methods of cheating have advanced, video game publishers have similarly increased methods of anti-cheating, but are still limited in their effectiveness. Punishments for cheaters also have various forms, with legal measures also being taken against those who create or use cheats. While some countries include laws that prohibit and punish cheating, video game companies have a history of citing copyright infringement in lawsuits against cheaters.[6][7]

Bots and software assistance edit

Aimbots and triggerbots edit

An aimbot or autoaim is a type of computer game bot most commonly used in first-person shooter games to provide varying levels of automated target acquisition and calibration to the player. They are sometimes used along with a triggerbot, which automatically shoots when an opponent appears within the field-of-view or aiming reticule of the player.

Aimbotting relies on each player's client computer receiving information about all other players, whether they are visible from the player's position or not. Targeting is a matter of determining the location of any opponent relative to the player's location and pointing the player's weapon at the target. This targeting works regardless of whether the opponent is behind walls or too far away to be seen directly.

Some servers allow inactive players to spectate, watching the game from the viewpoints of the active players. Recording of gameplay actions is also often possible. If someone was using a targeting aimbot, the bot would be obvious to the spectator as unnatural exact position tracking. Some aimbots and triggerbots attempt to hide from spectators the fact they are being used through a number of methods, such as delaying firing to hide the fact it shoots the instant an opponent is in the cheater's crosshair. Some triggerbot programs can be easily toggled on and off using the mouse or keyboard.

Cheat suites may incorporate these in addition to other features, including adjustments to extrasensory perception, move speed, ammo count, and player radar. Neophytes may colloquially define these suites as aimbot programs.

Artificial lag/lag switch edit

In the peer-to-peer gaming model, lagging is what happens when the stream of data between one or more players gets slowed or interrupted, causing movement to stutter and making opponents appear to behave erratically. By using a lag switch, a player is able to disrupt uploads from the client to the server, while their own client queues up the actions performed. The goal is to gain advantage over another player without reciprocation; opponents slow down or stop moving, allowing the lag switch user to easily outmaneuver them. From the opponent's perspective, the player using the device may appear to be teleporting, invisible or invincible, while the opponents suffer delayed animations and fast-forwarded game play, delivered in bursts.[8] Some gaming communities refer to this method as "tapping" which refers to the users "tapping" on and off their internet connection to create the lag.

The term "lag switch" encompasses many methods of disrupting the network communication between a client and its server. One method is by attaching a physical device, called a hardware lag switch, to a standard Ethernet cable. By flipping the switch on and off, the physical connection between the client and the server is disrupted. The designers of video game console hardware have started to introduce built-in protection against lag switches in the form of voltage detectors, which detect a change in voltage when the switch is flipped. Some manufacturers have taken counter measures to bypass or trick this detector.[9][better source needed] This can also be achieved by simply unplugging the Ethernet cord going to the client, causing a disruption in the player's internet connection. Other methods, called a software or wireless lag switch, involve using a computer program. In this method, the cheater runs an application on a computer connected to the same network as the client. The application hogs the network bandwidth, disrupting the communication between the client and its server. However, one cannot do this for an unlimited amount of time. At some point, if no traffic is being received, most game clients and/or game servers will decide that the connection has been lost and will remove the player from the game. In some P2P games, it can result in all players lagging or being disconnected from the game.

Simpler methods are firewall or router rules that apply bandwidth shaping and network latency, a cheat is able to adjust limits on both bandwidth and latency to stay relevant to a P2P network yet have considerable advantage over other players.

Look-ahead edit

Look-ahead cheating is a method of cheating within a peer-to-peer multiplayer gaming architecture where the cheating client gains an unfair advantage by delaying their actions to see what other players do before announcing its own action.[10]

A client can cheat using this method by acting as if it is suffering from high latency; the outgoing packet is forged by attaching a time-stamp that is prior to the actual moment the packet is sent, thereby fooling other clients into thinking that the action was sent at the correct time, but was delayed in arrival. A partial solution is the lockstep protocol.

World-hacking edit

World-hacking is a method or third-party program that enables a user to exploit bugs and to view more of a level than intended by the developer.

A common aspect of real-time strategy games is the player's partial limitation or complete inability to see beyond the visibility range of individual game objects that are under their ownership (typically units and structures); this concept is controlled by a mechanism known as the fog of war. World-hacking usually enables the user to bypass this mechanism, either by removing it entirely and/or by rendering objects through the fog that would not normally be visible.[3] In multiplayer modes, this allows for a distinct advantage against the other players who are subject to the intended settings. The advantage gained can be substantial, especially for the average real-time strategy games that rely on the rock paper scissors dynamic to balance out individual objects' varying strengths and weaknesses.

World-hacking may also allow a player to see through solid or opaque objects and/or manipulate or remove textures, to know in advance when an opponent is about to come into targeting range from an occluded area. This can be done by making wall textures transparent, or modifying the game maps to insert polygonal holes into otherwise solid walls. This variation is commonly known as a "wallhack" since it basically allows to the player to see enemies through walls.

World-hacking relies on the fact that an FPS server usually sends raw positional information for all players in the game, and leaves it up to the client's 3D renderer to hide opponents behind walls, in plant foliage, or in dark shadows. If the game map rendering could be turned off completely, all players could be seen moving around in what appears to be empty space. Complete map hiding offers no advantage to a cheater as they would be unable to navigate the invisible map pathways and obstacles. However, if only certain surfaces are made transparent or removed, this leaves just enough of an outline of the world to allow the cheater still to navigate it easily.

Asus released wireframe display drivers in 2001 that enabled players to use wallhacks, announcing the settings as "special weapons" that users could employ in multiplayer games. In a poll by the Online Gamers Association, 90% of its members were against the release of the drivers.[11]

Unsporting play edit

Boosting / Win trading edit

Players will set up multiple accounts to play against each other. Usually, the primary account will be allowed to win through a deliberate lack of resistance from the secondary account(s) due to those accounts being unplayed or those players agreeing to lose. Some players will reverse roles between games, giving each account an equal win–loss record.

Disconnecting edit

In games where wins and losses are recorded on a player's account, a player may disconnect when they are about to lose in order to prevent that loss from being recorded. This is usually done by activating known in-game glitches or through third-party sources via "IP booting" (a feature of firewall software). Some players do this if they feel their opponent is being unfair. Some games implement a disconnection penalty, usually by recording the disconnect as a loss, a deduction of experience, or even Elo points. Certain games also have a 'disconnect delay' period before the player can disconnect that can last 10–30 seconds. This prevents a player from instantly disconnecting if they are about to die or lose. In some games, if a player disconnects they can receive a warning or even get locked out of online play for a short period.

Rapid Fire Modifications (Macros) edit

In many games, weapons can be fired in burst fire or single shot fire modes. Modifying a controller or keyboard/mouse to gain the advantage of having a faster firing weapon than the standard player can be considered a method of cheating. These modifications can create an imbalance within the game. In addition to modifying a console or its controller, it is possible to achieve a similar effect on the PC by binding the firing button to the scroll wheel of a mouse, or by using a macro setting that will simulate rapid key presses automatically. However, most games limit the rate at which weapons can be fired, regardless of how fast a player presses the button, in order to limit this form of cheating.

Exploits edit

Exploiting is the application of an unintended feature or bug that gives the player an advantage not intended by the game design. Exploiting is generally considered cheating by the gaming community at large due to the unfair advantage usually gained by the exploiter. Most software developers of online games prohibit exploiting in their terms of service and often issue sanctions against players found to be exploiting. There is some contention by exploiters that exploiting should not be considered cheating as it is merely taking advantage of actions allowed by the software. Some players view exploiting as a skill because certain exploits take a significant amount of time to find, or dexterity and timing to use.[further explanation needed]

Farming edit

The term farming may refer to the practice of garnering achievements or virtual property for the purpose of real-money-trading.[12] With rare exception, this has no direct effect on the gaming experience of other players; instead, it is a violation of most EULAs and could devalue the virtual property being farmed.

Twinking edit

Twinking is the act of transferring gear intended for higher level characters to lower level characters that would be incapable of obtaining the gear on their own. Twinked characters have a huge advantage over untwinked characters, as well as the rest of the game world. This is usually used by players who wish to create a new character, either to help them level more rapidly or to gain an unfair advantage in PvP (i.e. player versus player, a type of multiplayer interactive conflict). Most MMORPGs tolerate it, provided that the twinked character is not used in PvP combat against non-twinked characters. Often limits on twinking are placed into the game, usually through strict level or stat requirements to equip the item. Circumventing these level requirements would then be further cheating.[13]

Ghosting edit

Most games allow other participants to observe the game as it is played from a variety of perspectives; depending on the game, perspectives allow an observer a map overview or attach a "camera" to the movement of a specific player. In doing so, the observer can communicate with an accomplice using a secondary communication methodology (in-game private message, third party communication, or even off-line) to inform friendly players of traps or the position of opponents. An observer can be an active player, using a separate computer, connection and account.

Some systems prevent inactive players from observing the game if they are on the same IP address as an active player, on the grounds that they are probably in close physical proximity; when all players from a single IP address are no longer active participants, they are all allowed to observe. However, this restriction can be easily evaded if there are multiple IP addresses available at one location (a common feature of broadband subscriptions), or if the observer installs remote desktop software on their computer, thus enabling their computer screen to be viewed by select other players in real time.

Additionally, this may be used against players livestreaming to platforms like Twitch to observe the player and their team's position and stats. This is often referred to as stream sniping.

Stacking edit

Stacking involves altering game settings or team lineups to give one or more teams an unfair advantage over others. One example includes arranging a team composed of skilled or professional players against a team with members of lesser skill. Less ethical rigging involves weighting the game by providing a player or team with an advantage by outfitting them with better (or more familiar) weapons or equipment, or creating a play field that caters to a certain player, team or playing style. Many games prevent this by preventing players from joining a team with more players than the opposing side, forcing newcomers to balance the teams.

Scripting edit

Scripting is the use of a program or game feature to automate certain actions or behaviors. The use of scripts may or may not be considered cheating, depending on the behavior involved, and whether said behaviour is replicable without the use of such script. A script may give the user unusually fast firing rate, unobtainable otherwise, or may perform seemingly trivial tasks such as reloading. Some scripts can also tamper with other players' systems by spoofing commands.

Implementation of cheats edit

In the client–server model, the server is responsible for information security and enforcing game rules. (See "Anti-cheating methods and limitations" below for drawbacks.) In the peer-to-peer gaming model, clients run equal code but are still subject to most of the same type of cheats found in the client–server multiplayer model; however, the peer-to-peer multiplayer model has been deprecated in favor of the client–server model with the wider adoption of high-speed networks.[14][15][16]

"Never trust the client" is a maxim among game developers (as well as other developers) that summarizes the model of client–server game design.[17][18][19] It means that no information sent from a client should be accepted by a server if it breaks the game rules or the basic mechanics of the game, and that no information should be sent to a client unless it is "need-to-know." For example, a server with no rule enforcement or data integrity checking will synchronize all of the clients with all of the information about all of the other clients. The server will be very fast, but any wallhack program will reveal where all the players in the game are, what team they are on, and what state they are in — health, weapon, ammo etc. At the same time, altered and erroneous data from a client will allow a player to break the game rules, manipulate the server, and even manipulate other clients.

Game code modification edit

Many cheats are implemented by modifying game software, despite EULAs which forbid modification. While game software distributed in binary-only versions makes it harder to modify code, reverse engineering is possible. Also game data files can be edited separately from the main program and thereby circumvent protections implemented in software.

System software modification edit

Rather than modifying the game code (which the game itself or a 3rd-party protection system may detect), some cheats modify underlying system components. An example of this is graphics driver modifications that ignore depth checking and draw all objects on the screen—a primitive wallhack. System or driver modification is harder to detect, as there are a large number of system drivers that differ from user to user.

Packet interception and manipulation edit

The security of game software can be circumvented by intercepting and/or manipulating data (divided into "packets") in real-time while in transit from the client to the server or vice versa (i.e. a man-in-the-middle attack). Interception can be passive or result in active manipulation; either method[ambiguous] can be performed on the client machine itself or via an external communication proxy; some aimbots incorporate this method.[ambiguous]

Third-party hardware peripherals edit

Some computer and console devices sold under the guise of "accessibility peripherals" have been used to gain unfair advantages over other players of games, such as eliminating recoil completely and boosting aim assistance, and some may even include additionally downloadable macros.[20]

Some games use different pools for matchmaking purposes, for instance, PC players are matched with other PC players, and console players are matched with other console players. A console peripheral allowing the use of mouse and keyboard can be used to trick the console system to provide additional aim assistance provided to controllers.[21]

Anti-cheating methods and limitations edit

There are many facets of cheating in online games which make the creation of a system to stop cheating very difficult; however, game developers and third-party software developers have created or are developing[22][23] technologies that attempt to prevent cheating. Such countermeasures are commonly used in video games, with notable anti-cheat software being BattlEye, GameGuard, PunkBuster, Valve Anti-Cheat (specifically used on games on the Steam platform),[citation needed] and EasyAntiCheat.[24]

Exploits of bugs are usually resolved/removed via a patch to the game; however, not all companies force the patches/updates on users, leaving the actual resolution to individual users.

Authoritative and mirrored server design edit

Generally, the better the server is at enforcing the rules, the less of a problem cheating will be in the game.[25] In this approach all client functionality either runs purely on the game server or alternatively the game server mirrors the client gameplay and continuously validates the game state. In many mobile games, it is a common practice to run the client game sessions synchronously on the server, using exactly the same user input. The client session is reset when the game sessions become unsynced, thereby preventing cheating.

Server-side game code makes a trade-off between calculating and sending results for display on a just-in-time basis or trusting the client to calculate and display the results in appropriate sequence as a player progresses. It can do this by sending the parts of the world state needed for immediate display, which can result in client lag under bandwidth constraints, or sending the player the entire world state, which results in faster display for the player under the same bandwidth constraints, but exposes that data to interception or manipulation—a trade-off between security and efficiency.

When game servers were restricted by limited available resources such as storage, memory, internal bandwidth, and computational capacity due to the technologies available and the cost of the hardware, coupled with internet connections that were slow, it was believed to be necessary to compromise on security for optimization to minimize the impact on the end-user. Today however, with the increased speed and power of multi-core computers, lower-priced hardware, and the increased availability of broadband internet, this has become less of an issue.[citation needed]

Software obfuscation edit

Additionally to storing data in non-standard formats, some games also utilize runtime protection through software protectors. The key target is to keep attackers from directly inspecting or modifying compiled software. Protectors utilize any of three methods to protect software.

Encryption solutions will encrypt the code instructions and typically use a multi–layered defense mechanism against any reversing or tampering attempts that target the decryption code directly. Most protection systems in this category encrypt the code and then decrypt it at the application's startup or during runtime. This is the moment at which an attacker will breakpoint, reverse, and inject custom code. Runtime decryption may also add significant processing overhead and lower the game's framerate. Alternatively, some solutions focus on obfuscating the code by inserting jump statements and seemingly random instruction paths. The final and strongest alternative is virtualization.[26] In this approach the encrypted code runs on a virtual CPU that can be markedly different from generic x86 and x64 CPUs as the command set can be unique for each protected file.

The shared weakness of protectors and virtualizers is that they impact performance, either by requiring decryption or by introducing unnecessary CPU instructions. To reduce the overhead code virtualizers are often only used to secure the critical parts of the code base, such as those interfacing with the game state and rendering.

Player supervision edit

Spectator functionality can allow server administrators to monitor individual players and thereby determine whether or not a cheat is in place. One risk of the spectator mode is that in competitive matches the spectator could abuse the mode for spying on specific players and communicating player positions and tactics to the opposing team. Some games get around this limitation by not allowing spectator mode at all, or by delaying the video feed.[27]

Some games have systemized player supervision by allowing the community to review reports of disruptive behavior, determine whether those reports are valid, and apply temporary bans if appropriate. Reports can include data such as screenshots, videos, and chatlogs.

Anomaly detection edit

Anomalies in player behavior can be detected by statistically analyzing game events sent by the client to the server. The benefit is that this anti–cheat method is non–intrusive to the player's privacy and guaranteed to work on all end–user system configurations. The restriction of this method is that it cannot always be clear whether or not a player is cheating. Highly skilled players can for example develop such a map sense that they may end up being flagged for the use of a wallhack and/or aimbot. On the other hand, players may also cheat in a way that is under the detection thresholds and remain uncaught.

To reduce the amount of false positives, statistical detection systems are often combined with a supervision system that either is community driven or managed by a professional administrator team. In such implementations unusual player behavior can trigger a client-side component to create and upload reports for review.

Pattern detection edit

Pattern detection systems scan the player's hard drives and system memory for known cheat code or programs. Compared to statistical detection the key advantage is that also the subtle cheaters are detected. Other than this, a pure pattern detection approach generally has few advantages. Experience has shown that keeping detection-based systems up to date is relatively slow and labor-intensive as one needs to constantly track down cheats and update detection patterns. End–users may also be concerned with privacy issues, such as has been the case with VAC (Valve Anti-Cheat) accessing browsing history.[28]

Sandboxing edit

Sandboxing a software process can protect against potentially malicious actions such as code injection and memory modifications that would otherwise tamper with the game.[29] One of the key benefits of sandboxing is that it can effectively prevent the underlying cheat mechanisms from working, and thereby can avoid the need for banning game community members as cheats simply do not work. Additionally, strong prevention mechanisms can stop many game hackers from targeting the game because of elevated skill requirements. Compared to pattern detection systems, sandboxing is generally not privacy invasive, as the approach requires no data to be uploaded to foreign back-end systems.

System incompatibility edit

Anti-cheat software commonly use low-level system interfaces not intended by the OS vendor for public use. As a result, they are a common source of incompatibilities with newer versions of operating systems and security measures as well as alternative OS API implementations such as Wine.[30] For example, Windows enables Hypervisor-protected Code Integrity (HVCI) by default in every market except Chinese and Korean installations due to anti-cheat compatibility issues.[31]

Third-party hardware detection edit

With the additional scrutiny directed towards the rising popularity of the third-party peripherals being used to gain unfair advantages in competitive games, game developers such as Bungie and Activision started cracking down on the users of these peripherals, with Activision updating its RICOCHET cheat detection software to detect such devices,[32][33] while Bungie has just announced that while they are fine with using peripherals for the sake of genuine accessibility, they are ready to take countermeasures if they detect players using these devices to gain unfair advantages.[20] [34]

Penalties for cheating edit

Game publishers can implement a wide array of consequences for cheating players.

Banning players edit

Some game publishers may decide to try to permanently ban players who are persistent in cheating and ruining the game community. Such bans are typically placed based on hardware ID or IP address. Consequently, cheaters may develop ways of getting around these bans, by either playing through proxy or VPN servers, or spoofing or changing their hardware configuration.[35]

Some companies and leagues ban suspected cheaters by blacklisting specific installation or serial keys, or user accounts, meaning that the player is effectively prevented from playing the game online. Certain games are known to identify cheaters and "shadow ban" them by placing them in matchmaking with other cheaters only, so as not to let the cheaters know that they have been identified.[36][37]

While game publishers are known to ban players employing cheats, the actual number of players banned is usually not revealed. Exceptions to this include Blizzard Entertainment, Nexon, and CipSoft, known for banning cheaters in batches, and publicising the number of banned accounts, presumably in order to discourage others from cheating.[38]

Suspension edit

In some cases a ban may not be permanent and will expire after a certain period of time. Suspensions are commonly used as a punitive measure for abuse of game glitches, harassing players, or benefiting from hacks. Temporary bans may also be utilized in case a violation cannot be fully proven, as is common with anti-cheating methods based on supervision or statistical detection.

In-game kick edit

In general kicking is perceived as a mild punishment, serving as a warning for the player in question. Some anti-cheat systems may decide to kick players out of a game server when the system integrity cannot be enforced nor be determined with certainty.[39] Other anti-cheat methods may also utilize kicks as an instant punishment for presumably unfair game play behavior.[40]

Some games may also provide the community with the option of voting for particular players to be kicked. Such a system provides the power to self-regulate and effectively get rid of abusive players without depending on supervision or other anti-cheat methods.[41] Even though vote kicking brings many benefits, it may also serve as a tool for trolling or griefing by allowing for legitimate players to be removed out of the game through the voting process.[42]

Demotion edit

When a violation is the result of farming or stat-padding, it may be too severe of a punishment to suspend or ban players. Some games, therefore, implement a system of demotion in which the offender is moved to a lower rank (demoting), the opposite of a promotion.

Progress-removal edit

In several games where points are used, if a player is caught cheating they will get their score reset to the base value that is applied when a new player joins the server.

Legal measures edit

In recent years, countries including South Korea and China have criminalized the sale or use of cheats in video games.[43] In South Korea, cheaters could be punished with up to 5 years in jail or fines exceeding $40,000.[6] The presence of cheaters in online games may push away the legitimate playerbase and reduce overall profits in the industry, leading to game developers working with legislative bodies or enforcement agencies.[43]

Historically, some game companies have also taken legal measures against individuals that have created and sold cheating tools in video games as a means to curb their use. Anti-cheat experts have argued that it is particularly important to take legal steps against entities who profit from making and selling cheats.[44] In April 2013, coder DrUnKeN ChEeTaH was sued by Nexon America for operating GameAnarchy, a popular subscription based cheat provider for Combat Arms, and lost, Nexon being awarded $1.4M in damages.[45] In January 2017, Riot Games successfully sued the LeagueSharp service, which offered a subscription-based hacking service for Riot's League of Legends, with a $10 million award to be paid to Riot.[46][47] Blizzard Entertainment sued Bossland GMBH for distributing software hacks for several of its games, and was awarded $8.5 million in damages.[48][49] Epic Games, producers of the battle royale game Fortnite have sued two cheaters partnered with AddictedCheats, who offer cheating services for a variety of online games.[50]

Often, game company lawsuits against cheaters or cheat providers cite copyright infringement as the reason for the lawsuit. While some argue against the merit of this claim, grounds for copyright infringement include damaging the company's intellectual property, affecting the experience of other users, and circumventing the Digital Millennium Copyright Act (DMCA), which could be applied to video games.[7]

See also edit

References edit

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  42. ^ "Griefing and voting in Competitive CSGO". 2013-02-24. Retrieved 2015-07-08.
  43. ^ a b Franceschi-Bicchierai, Lorenzo (June 2021). "Inside The 'World's Largest' Video Game Cheating Empire". www.vice.com. Retrieved 2 June 2021.
  44. ^ Totilo, Stephen (23 March 2022). "The four kinds of video game cheaters (and what developers can do about them)". Axios. Retrieved 5 April 2022.
  45. ^ "JUDGMENT by Judge Michael W for Nexon America Inc et al v. Gameanarchy LLC et al". Justia Dockets & Filings.
  46. ^ Fingas, Jon. "'League of Legends' creator wins $10 million in cheating lawsuit". Engadget. Retrieved 2 June 2021.
  47. ^ McAloon, Alissa (March 3, 2017). "Riot awarded $10 million following lawsuit against LeagueSharp". Gamasutra. Retrieved March 15, 2017.
  48. ^ McAloon, Alissa (March 15, 2017). "Blizzard seeks $8.5M from hack-maker Bossland over DMCA violations". Gamasutra. Retrieved March 15, 2017.
  49. ^ McAloon, Alissa (April 4, 2017). "Blizzard awarded $8.5M in damages following copyright infringement lawsuit". Gamasutra. Retrieved April 4, 2017.
  50. ^ Stewart, Sam (2017-10-12). "Epic Games Taking Legal Action Against Fortnite Cheaters". IGN. Retrieved 2022-04-04.

Further reading edit

External links edit

  • Aspects of Networking in Multiplayer Computer Games by J.Smed et al., The Electronic Library, volume 20, number 2, pages 87–97, 2002.
  • Fair Online Gaming Information on Intel's anti-cheat research initiative and technology.

cheating, online, games, this, article, multiple, issues, please, help, improve, discuss, these, issues, talk, page, learn, when, remove, these, template, messages, this, article, possibly, contains, original, research, please, improve, verifying, claims, made. This article has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This article possibly contains original research Please improve it by verifying the claims made and adding inline citations Statements consisting only of original research should be removed April 2013 Learn how and when to remove this template message This article possibly contains unsourced predictions speculative material or accounts of events that might not occur Information must be verifiable and based on reliable published sources Please help improve it by removing unsourced speculative content January 2017 Learn how and when to remove this template message Learn how and when to remove this template message On online games cheating subverts the rules or mechanics of the games to gain an unfair advantage over other players generally with the use of third party software 1 2 What constitutes cheating is dependent on the game in question its rules and consensus opinion as to whether a particular activity is considered to be cheating A video game cheat menuTypical extrasensory perception ESP hack showing the health name and bounding box of an entity that is not otherwise visibleCheating is present in most multiplayer online games but it is difficult to measure 3 4 Various methods of cheating in online games can take the form of software assistance such as scripts and bots and various forms of unsporting play taking advantage of exploits within the game The Internet and darknets can provide players with the methodology necessary to cheat in online games with software often available for purchase 5 As methods of cheating have advanced video game publishers have similarly increased methods of anti cheating but are still limited in their effectiveness Punishments for cheaters also have various forms with legal measures also being taken against those who create or use cheats While some countries include laws that prohibit and punish cheating video game companies have a history of citing copyright infringement in lawsuits against cheaters 6 7 Contents 1 Bots and software assistance 1 1 Aimbots and triggerbots 1 2 Artificial lag lag switch 1 3 Look ahead 1 4 World hacking 2 Unsporting play 2 1 Boosting Win trading 2 2 Disconnecting 2 3 Rapid Fire Modifications Macros 2 4 Exploits 2 5 Farming 2 6 Twinking 2 7 Ghosting 2 8 Stacking 2 9 Scripting 3 Implementation of cheats 3 1 Game code modification 3 2 System software modification 3 3 Packet interception and manipulation 3 4 Third party hardware peripherals 4 Anti cheating methods and limitations 4 1 Authoritative and mirrored server design 4 2 Software obfuscation 4 3 Player supervision 4 4 Anomaly detection 4 5 Pattern detection 4 6 Sandboxing 4 7 System incompatibility 4 8 Third party hardware detection 5 Penalties for cheating 5 1 Banning players 5 2 Suspension 5 3 In game kick 5 4 Demotion 5 5 Progress removal 6 Legal measures 7 See also 8 References 9 Further reading 10 External linksBots and software assistance editAimbots and triggerbots edit An aimbot or autoaim is a type of computer game bot most commonly used in first person shooter games to provide varying levels of automated target acquisition and calibration to the player They are sometimes used along with a triggerbot which automatically shoots when an opponent appears within the field of view or aiming reticule of the player Aimbotting relies on each player s client computer receiving information about all other players whether they are visible from the player s position or not Targeting is a matter of determining the location of any opponent relative to the player s location and pointing the player s weapon at the target This targeting works regardless of whether the opponent is behind walls or too far away to be seen directly Some servers allow inactive players to spectate watching the game from the viewpoints of the active players Recording of gameplay actions is also often possible If someone was using a targeting aimbot the bot would be obvious to the spectator as unnatural exact position tracking Some aimbots and triggerbots attempt to hide from spectators the fact they are being used through a number of methods such as delaying firing to hide the fact it shoots the instant an opponent is in the cheater s crosshair Some triggerbot programs can be easily toggled on and off using the mouse or keyboard Cheat suites may incorporate these in addition to other features including adjustments to extrasensory perception move speed ammo count and player radar Neophytes may colloquially define these suites as aimbot programs Artificial lag lag switch edit In the peer to peer gaming model lagging is what happens when the stream of data between one or more players gets slowed or interrupted causing movement to stutter and making opponents appear to behave erratically By using a lag switch a player is able to disrupt uploads from the client to the server while their own client queues up the actions performed The goal is to gain advantage over another player without reciprocation opponents slow down or stop moving allowing the lag switch user to easily outmaneuver them From the opponent s perspective the player using the device may appear to be teleporting invisible or invincible while the opponents suffer delayed animations and fast forwarded game play delivered in bursts 8 Some gaming communities refer to this method as tapping which refers to the users tapping on and off their internet connection to create the lag The term lag switch encompasses many methods of disrupting the network communication between a client and its server One method is by attaching a physical device called a hardware lag switch to a standard Ethernet cable By flipping the switch on and off the physical connection between the client and the server is disrupted The designers of video game console hardware have started to introduce built in protection against lag switches in the form of voltage detectors which detect a change in voltage when the switch is flipped Some manufacturers have taken counter measures to bypass or trick this detector 9 better source needed This can also be achieved by simply unplugging the Ethernet cord going to the client causing a disruption in the player s internet connection Other methods called a software or wireless lag switch involve using a computer program In this method the cheater runs an application on a computer connected to the same network as the client The application hogs the network bandwidth disrupting the communication between the client and its server However one cannot do this for an unlimited amount of time At some point if no traffic is being received most game clients and or game servers will decide that the connection has been lost and will remove the player from the game In some P2P games it can result in all players lagging or being disconnected from the game Simpler methods are firewall or router rules that apply bandwidth shaping and network latency a cheat is able to adjust limits on both bandwidth and latency to stay relevant to a P2P network yet have considerable advantage over other players Look ahead edit Look ahead cheating is a method of cheating within a peer to peer multiplayer gaming architecture where the cheating client gains an unfair advantage by delaying their actions to see what other players do before announcing its own action 10 A client can cheat using this method by acting as if it is suffering from high latency the outgoing packet is forged by attaching a time stamp that is prior to the actual moment the packet is sent thereby fooling other clients into thinking that the action was sent at the correct time but was delayed in arrival A partial solution is the lockstep protocol World hacking edit World hacking is a method or third party program that enables a user to exploit bugs and to view more of a level than intended by the developer A common aspect of real time strategy games is the player s partial limitation or complete inability to see beyond the visibility range of individual game objects that are under their ownership typically units and structures this concept is controlled by a mechanism known as the fog of war World hacking usually enables the user to bypass this mechanism either by removing it entirely and or by rendering objects through the fog that would not normally be visible 3 In multiplayer modes this allows for a distinct advantage against the other players who are subject to the intended settings The advantage gained can be substantial especially for the average real time strategy games that rely on the rock paper scissors dynamic to balance out individual objects varying strengths and weaknesses World hacking may also allow a player to see through solid or opaque objects and or manipulate or remove textures to know in advance when an opponent is about to come into targeting range from an occluded area This can be done by making wall textures transparent or modifying the game maps to insert polygonal holes into otherwise solid walls This variation is commonly known as a wallhack since it basically allows to the player to see enemies through walls World hacking relies on the fact that an FPS server usually sends raw positional information for all players in the game and leaves it up to the client s 3D renderer to hide opponents behind walls in plant foliage or in dark shadows If the game map rendering could be turned off completely all players could be seen moving around in what appears to be empty space Complete map hiding offers no advantage to a cheater as they would be unable to navigate the invisible map pathways and obstacles However if only certain surfaces are made transparent or removed this leaves just enough of an outline of the world to allow the cheater still to navigate it easily Asus released wireframe display drivers in 2001 that enabled players to use wallhacks announcing the settings as special weapons that users could employ in multiplayer games In a poll by the Online Gamers Association 90 of its members were against the release of the drivers 11 Unsporting play editBoosting Win trading edit Main article Video game boosting Players will set up multiple accounts to play against each other Usually the primary account will be allowed to win through a deliberate lack of resistance from the secondary account s due to those accounts being unplayed or those players agreeing to lose Some players will reverse roles between games giving each account an equal win loss record Disconnecting edit In games where wins and losses are recorded on a player s account a player may disconnect when they are about to lose in order to prevent that loss from being recorded This is usually done by activating known in game glitches or through third party sources via IP booting a feature of firewall software Some players do this if they feel their opponent is being unfair Some games implement a disconnection penalty usually by recording the disconnect as a loss a deduction of experience or even Elo points Certain games also have a disconnect delay period before the player can disconnect that can last 10 30 seconds This prevents a player from instantly disconnecting if they are about to die or lose In some games if a player disconnects they can receive a warning or even get locked out of online play for a short period Rapid Fire Modifications Macros edit In many games weapons can be fired in burst fire or single shot fire modes Modifying a controller or keyboard mouse to gain the advantage of having a faster firing weapon than the standard player can be considered a method of cheating These modifications can create an imbalance within the game In addition to modifying a console or its controller it is possible to achieve a similar effect on the PC by binding the firing button to the scroll wheel of a mouse or by using a macro setting that will simulate rapid key presses automatically However most games limit the rate at which weapons can be fired regardless of how fast a player presses the button in order to limit this form of cheating Exploits edit Main article Exploit online gaming Exploiting is the application of an unintended feature or bug that gives the player an advantage not intended by the game design Exploiting is generally considered cheating by the gaming community at large due to the unfair advantage usually gained by the exploiter Most software developers of online games prohibit exploiting in their terms of service and often issue sanctions against players found to be exploiting There is some contention by exploiters that exploiting should not be considered cheating as it is merely taking advantage of actions allowed by the software Some players view exploiting as a skill because certain exploits take a significant amount of time to find or dexterity and timing to use further explanation needed Farming edit The term farming may refer to the practice of garnering achievements or virtual property for the purpose of real money trading 12 With rare exception this has no direct effect on the gaming experience of other players instead it is a violation of most EULAs and could devalue the virtual property being farmed Twinking edit Main article Twinking Twinking is the act of transferring gear intended for higher level characters to lower level characters that would be incapable of obtaining the gear on their own Twinked characters have a huge advantage over untwinked characters as well as the rest of the game world This is usually used by players who wish to create a new character either to help them level more rapidly or to gain an unfair advantage in PvP i e player versus player a type of multiplayer interactive conflict Most MMORPGs tolerate it provided that the twinked character is not used in PvP combat against non twinked characters Often limits on twinking are placed into the game usually through strict level or stat requirements to equip the item Circumventing these level requirements would then be further cheating 13 Ghosting edit Most games allow other participants to observe the game as it is played from a variety of perspectives depending on the game perspectives allow an observer a map overview or attach a camera to the movement of a specific player In doing so the observer can communicate with an accomplice using a secondary communication methodology in game private message third party communication or even off line to inform friendly players of traps or the position of opponents An observer can be an active player using a separate computer connection and account Some systems prevent inactive players from observing the game if they are on the same IP address as an active player on the grounds that they are probably in close physical proximity when all players from a single IP address are no longer active participants they are all allowed to observe However this restriction can be easily evaded if there are multiple IP addresses available at one location a common feature of broadband subscriptions or if the observer installs remote desktop software on their computer thus enabling their computer screen to be viewed by select other players in real time Additionally this may be used against players livestreaming to platforms like Twitch to observe the player and their team s position and stats This is often referred to as stream sniping Stacking edit Stacking involves altering game settings or team lineups to give one or more teams an unfair advantage over others One example includes arranging a team composed of skilled or professional players against a team with members of lesser skill Less ethical rigging involves weighting the game by providing a player or team with an advantage by outfitting them with better or more familiar weapons or equipment or creating a play field that caters to a certain player team or playing style Many games prevent this by preventing players from joining a team with more players than the opposing side forcing newcomers to balance the teams Scripting edit Scripting is the use of a program or game feature to automate certain actions or behaviors The use of scripts may or may not be considered cheating depending on the behavior involved and whether said behaviour is replicable without the use of such script A script may give the user unusually fast firing rate unobtainable otherwise or may perform seemingly trivial tasks such as reloading Some scripts can also tamper with other players systems by spoofing commands Implementation of cheats editIn the client server model the server is responsible for information security and enforcing game rules See Anti cheating methods and limitations below for drawbacks In the peer to peer gaming model clients run equal code but are still subject to most of the same type of cheats found in the client server multiplayer model however the peer to peer multiplayer model has been deprecated in favor of the client server model with the wider adoption of high speed networks 14 15 16 Never trust the client is a maxim among game developers as well as other developers that summarizes the model of client server game design 17 18 19 It means that no information sent from a client should be accepted by a server if it breaks the game rules or the basic mechanics of the game and that no information should be sent to a client unless it is need to know For example a server with no rule enforcement or data integrity checking will synchronize all of the clients with all of the information about all of the other clients The server will be very fast but any wallhack program will reveal where all the players in the game are what team they are on and what state they are in health weapon ammo etc At the same time altered and erroneous data from a client will allow a player to break the game rules manipulate the server and even manipulate other clients Game code modification edit Many cheats are implemented by modifying game software despite EULAs which forbid modification While game software distributed in binary only versions makes it harder to modify code reverse engineering is possible Also game data files can be edited separately from the main program and thereby circumvent protections implemented in software System software modification edit Rather than modifying the game code which the game itself or a 3rd party protection system may detect some cheats modify underlying system components An example of this is graphics driver modifications that ignore depth checking and draw all objects on the screen a primitive wallhack System or driver modification is harder to detect as there are a large number of system drivers that differ from user to user Packet interception and manipulation edit The security of game software can be circumvented by intercepting and or manipulating data divided into packets in real time while in transit from the client to the server or vice versa i e a man in the middle attack Interception can be passive or result in active manipulation either method ambiguous can be performed on the client machine itself or via an external communication proxy some aimbots incorporate this method ambiguous Third party hardware peripherals edit Some computer and console devices sold under the guise of accessibility peripherals have been used to gain unfair advantages over other players of games such as eliminating recoil completely and boosting aim assistance and some may even include additionally downloadable macros 20 Some games use different pools for matchmaking purposes for instance PC players are matched with other PC players and console players are matched with other console players A console peripheral allowing the use of mouse and keyboard can be used to trick the console system to provide additional aim assistance provided to controllers 21 Anti cheating methods and limitations editThere are many facets of cheating in online games which make the creation of a system to stop cheating very difficult however game developers and third party software developers have created or are developing 22 23 technologies that attempt to prevent cheating Such countermeasures are commonly used in video games with notable anti cheat software being BattlEye GameGuard PunkBuster Valve Anti Cheat specifically used on games on the Steam platform citation needed and EasyAntiCheat 24 Exploits of bugs are usually resolved removed via a patch to the game however not all companies force the patches updates on users leaving the actual resolution to individual users Authoritative and mirrored server design edit Generally the better the server is at enforcing the rules the less of a problem cheating will be in the game 25 In this approach all client functionality either runs purely on the game server or alternatively the game server mirrors the client gameplay and continuously validates the game state In many mobile games it is a common practice to run the client game sessions synchronously on the server using exactly the same user input The client session is reset when the game sessions become unsynced thereby preventing cheating Server side game code makes a trade off between calculating and sending results for display on a just in time basis or trusting the client to calculate and display the results in appropriate sequence as a player progresses It can do this by sending the parts of the world state needed for immediate display which can result in client lag under bandwidth constraints or sending the player the entire world state which results in faster display for the player under the same bandwidth constraints but exposes that data to interception or manipulation a trade off between security and efficiency When game servers were restricted by limited available resources such as storage memory internal bandwidth and computational capacity due to the technologies available and the cost of the hardware coupled with internet connections that were slow it was believed to be necessary to compromise on security for optimization to minimize the impact on the end user Today however with the increased speed and power of multi core computers lower priced hardware and the increased availability of broadband internet this has become less of an issue citation needed Software obfuscation edit Additionally to storing data in non standard formats some games also utilize runtime protection through software protectors The key target is to keep attackers from directly inspecting or modifying compiled software Protectors utilize any of three methods to protect software Encryption solutions will encrypt the code instructions and typically use a multi layered defense mechanism against any reversing or tampering attempts that target the decryption code directly Most protection systems in this category encrypt the code and then decrypt it at the application s startup or during runtime This is the moment at which an attacker will breakpoint reverse and inject custom code Runtime decryption may also add significant processing overhead and lower the game s framerate Alternatively some solutions focus on obfuscating the code by inserting jump statements and seemingly random instruction paths The final and strongest alternative is virtualization 26 In this approach the encrypted code runs on a virtual CPU that can be markedly different from generic x86 and x64 CPUs as the command set can be unique for each protected file The shared weakness of protectors and virtualizers is that they impact performance either by requiring decryption or by introducing unnecessary CPU instructions To reduce the overhead code virtualizers are often only used to secure the critical parts of the code base such as those interfacing with the game state and rendering Player supervision edit Spectator functionality can allow server administrators to monitor individual players and thereby determine whether or not a cheat is in place One risk of the spectator mode is that in competitive matches the spectator could abuse the mode for spying on specific players and communicating player positions and tactics to the opposing team Some games get around this limitation by not allowing spectator mode at all or by delaying the video feed 27 Some games have systemized player supervision by allowing the community to review reports of disruptive behavior determine whether those reports are valid and apply temporary bans if appropriate Reports can include data such as screenshots videos and chatlogs Anomaly detection edit Anomalies in player behavior can be detected by statistically analyzing game events sent by the client to the server The benefit is that this anti cheat method is non intrusive to the player s privacy and guaranteed to work on all end user system configurations The restriction of this method is that it cannot always be clear whether or not a player is cheating Highly skilled players can for example develop such a map sense that they may end up being flagged for the use of a wallhack and or aimbot On the other hand players may also cheat in a way that is under the detection thresholds and remain uncaught To reduce the amount of false positives statistical detection systems are often combined with a supervision system that either is community driven or managed by a professional administrator team In such implementations unusual player behavior can trigger a client side component to create and upload reports for review Pattern detection edit Pattern detection systems scan the player s hard drives and system memory for known cheat code or programs Compared to statistical detection the key advantage is that also the subtle cheaters are detected Other than this a pure pattern detection approach generally has few advantages Experience has shown that keeping detection based systems up to date is relatively slow and labor intensive as one needs to constantly track down cheats and update detection patterns End users may also be concerned with privacy issues such as has been the case with VAC Valve Anti Cheat accessing browsing history 28 Sandboxing edit Sandboxing a software process can protect against potentially malicious actions such as code injection and memory modifications that would otherwise tamper with the game 29 One of the key benefits of sandboxing is that it can effectively prevent the underlying cheat mechanisms from working and thereby can avoid the need for banning game community members as cheats simply do not work Additionally strong prevention mechanisms can stop many game hackers from targeting the game because of elevated skill requirements Compared to pattern detection systems sandboxing is generally not privacy invasive as the approach requires no data to be uploaded to foreign back end systems System incompatibility edit Anti cheat software commonly use low level system interfaces not intended by the OS vendor for public use As a result they are a common source of incompatibilities with newer versions of operating systems and security measures as well as alternative OS API implementations such as Wine 30 For example Windows enables Hypervisor protected Code Integrity HVCI by default in every market except Chinese and Korean installations due to anti cheat compatibility issues 31 Third party hardware detection edit With the additional scrutiny directed towards the rising popularity of the third party peripherals being used to gain unfair advantages in competitive games game developers such as Bungie and Activision started cracking down on the users of these peripherals with Activision updating its RICOCHET cheat detection software to detect such devices 32 33 while Bungie has just announced that while they are fine with using peripherals for the sake of genuine accessibility they are ready to take countermeasures if they detect players using these devices to gain unfair advantages 20 34 Penalties for cheating editGame publishers can implement a wide array of consequences for cheating players Banning players edit Some game publishers may decide to try to permanently ban players who are persistent in cheating and ruining the game community Such bans are typically placed based on hardware ID or IP address Consequently cheaters may develop ways of getting around these bans by either playing through proxy or VPN servers or spoofing or changing their hardware configuration 35 Some companies and leagues ban suspected cheaters by blacklisting specific installation or serial keys or user accounts meaning that the player is effectively prevented from playing the game online Certain games are known to identify cheaters and shadow ban them by placing them in matchmaking with other cheaters only so as not to let the cheaters know that they have been identified 36 37 While game publishers are known to ban players employing cheats the actual number of players banned is usually not revealed Exceptions to this include Blizzard Entertainment Nexon and CipSoft known for banning cheaters in batches and publicising the number of banned accounts presumably in order to discourage others from cheating 38 Suspension edit In some cases a ban may not be permanent and will expire after a certain period of time Suspensions are commonly used as a punitive measure for abuse of game glitches harassing players or benefiting from hacks Temporary bans may also be utilized in case a violation cannot be fully proven as is common with anti cheating methods based on supervision or statistical detection In game kick edit In general kicking is perceived as a mild punishment serving as a warning for the player in question Some anti cheat systems may decide to kick players out of a game server when the system integrity cannot be enforced nor be determined with certainty 39 Other anti cheat methods may also utilize kicks as an instant punishment for presumably unfair game play behavior 40 Some games may also provide the community with the option of voting for particular players to be kicked Such a system provides the power to self regulate and effectively get rid of abusive players without depending on supervision or other anti cheat methods 41 Even though vote kicking brings many benefits it may also serve as a tool for trolling or griefing by allowing for legitimate players to be removed out of the game through the voting process 42 Demotion edit When a violation is the result of farming or stat padding it may be too severe of a punishment to suspend or ban players Some games therefore implement a system of demotion in which the offender is moved to a lower rank demoting the opposite of a promotion Progress removal edit In several games where points are used if a player is caught cheating they will get their score reset to the base value that is applied when a new player joins the server Legal measures editIn recent years countries including South Korea and China have criminalized the sale or use of cheats in video games 43 In South Korea cheaters could be punished with up to 5 years in jail or fines exceeding 40 000 6 The presence of cheaters in online games may push away the legitimate playerbase and reduce overall profits in the industry leading to game developers working with legislative bodies or enforcement agencies 43 Historically some game companies have also taken legal measures against individuals that have created and sold cheating tools in video games as a means to curb their use Anti cheat experts have argued that it is particularly important to take legal steps against entities who profit from making and selling cheats 44 In April 2013 coder DrUnKeN ChEeTaH was sued by Nexon America for operating GameAnarchy a popular subscription based cheat provider for Combat Arms and lost Nexon being awarded 1 4M in damages 45 In January 2017 Riot Games successfully sued the LeagueSharp service which offered a subscription based hacking service for Riot s League of Legends with a 10 million award to be paid to Riot 46 47 Blizzard Entertainment sued Bossland GMBH for distributing software hacks for several of its games and was awarded 8 5 million in damages 48 49 Epic Games producers of the battle royale game Fortnite have sued two cheaters partnered with AddictedCheats who offer cheating services for a variety of online games 50 Often game company lawsuits against cheaters or cheat providers cite copyright infringement as the reason for the lawsuit While some argue against the merit of this claim grounds for copyright infringement include damaging the company s intellectual property affecting the experience of other users and circumventing the Digital Millennium Copyright Act DMCA which could be applied to video games 7 See also editCheating in esports Cheating in video games Gaming etiquette Metagame Warden software References edit Clive Thompson 2007 04 23 What Type of Game Cheater Are You Wired com Retrieved 2009 09 15 Stuart Keith 24 February 2021 Medal of dishonour why do so many people cheat in online video games the Guardian Retrieved 5 July 2021 a b Pritchard Matthew 2000 07 24 How to Hurt the Hackers The Scoop on Internet Cheating and How You Can Combat It Gamasutra Retrieved 2009 09 15 Granados Nelson Report Cheating Is Becoming A Big Problem In Online Gaming Forbes Retrieved 2021 07 05 Consalvo Mia Vazquez Irene Serrano January 2014 Cheating Social Network Games and the Role of Platforms 2014 47th Hawaii International Conference on System Sciences pp 1687 1694 doi 10 1109 HICSS 2014 216 ISBN 978 1 4799 2504 9 S2CID 1900780 a b South Korea cracks down on cheaters with law targeting illicit game mo Game Developer December 2 2016 a b Firm On Behalf of The Russell 2022 01 06 Can cheating on a video game be copyright infringement www russellfirmip com Retrieved 2022 04 04 Bradley Mitchell What Is a Lag Switch About com Archived from the original on 2011 07 07 Retrieved 2012 12 15 What Our Competitors Won t Tell You Premium Lag September 3 2009 Retrieved 2012 12 15 Jouni Smed and Harri Hakonen 2006 Algorithms and Networking for Computer Games Wiley ISBN 0470029749 ASUS releases games cheat drivers The Register May 10 2013 Retrieved 2013 06 06 Dibbell Julian 2008 11 24 Wired Magazine 16 12 The Decline and Fall of an Ultra Rich Online Gaming Empire Wired com Retrieved 2015 01 05 Twinking Is Just Another Form Of Cheating We Fly Spitfires MMORPG Blog Blog weflyspitfires com 2009 09 17 Archived from the original on 2010 07 27 Retrieved 2010 07 28 Gartner Says 17 Countries to Surpass 60 Percent Broadband Penetration into the Home by 2012 Gartner com Archived from the original on December 17 2008 Retrieved 2009 09 15 https www contrib andrew cmu edu ayahyavi files Yahyavi CSUR13 P2PMMOG pdf Archived 2017 08 29 at the Wayback Machine page 2 https pdos csail mit edu archive 6 824 2005 papers p2p mmg pdf page 2 Stanton Rich April 26 2016 Have hackers and cheats ruined The Division on PC The Guardian Gaffer on Games Never Trust the Client gafferongames com Archived from the original on 10 May 2017 Retrieved 11 January 2022 Simple techniques against cheating using SpatialOS Improbable IMS a b Lowry Brendan 2023 04 14 Destiny 2 is cracking down on Cronus and XIM cheating Windows Central Retrieved 2023 04 15 Clark Tim 2023 04 13 Bungie announces major crackdown on third party peripheral cheaters bans incoming PC Gamer Retrieved 2023 04 15 Wily Ferret June 22 2007 Intel plays tattle tale The Inquirer Archived from the original on December 3 2013 Retrieved 2012 12 15 a href Template Cite web html title Template Cite web cite web a CS1 maint unfit URL link Charlie Demerjian June 24 2007 More on Intel anti cheat technology revealed the Inquirer Archived from the original on April 8 2011 Retrieved 2012 12 15 a href Template Cite web html title Template Cite web cite web a CS1 maint unfit URL link Watch Dogs 2 Anti Cheat System Preventing Users from Playing Online gamerant com 30 November 2016 Retrieved 2019 12 25 Tim Sweeney The Server is the Man Retrieved 2015 07 06 Oreans Technologies 2015 06 22 Themida technology introduction Retrieved 2015 07 06 Eddie Makuch 2014 12 15 Halo spectator mode Retrieved 2015 07 06 Peel Jeremy 19 February 2014 Gabe takes to Reddit to clear up Valve Anti Cheat rumours Do we send your browsing history to Valve No PCGamesN Retrieved 6 July 2015 RoboShield description Robocraft 5 November 2014 Archived from the original on 30 November 2016 Retrieved 6 July 2015 An update on Easy Anti Cheat support for Wine and Proton GamingOnLinux 20 June 2020 Hypervisor protected Code Integrity enablement docs microsoft com 7 April 2023 Call of Duty can detect and ban XIM style cheat hardware Engadget Retrieved 2023 04 15 Warren Tom 2023 04 04 Call of Duty is the latest to detect and ban XIM cheaters The Verge Retrieved 2023 04 15 This Week at Bungie 4 13 2023 www bungie net Retrieved 2023 04 15 Tryst 16 January 2015 Nexon hardware bans ccplz net Archived from the original on 10 July 2015 Retrieved 8 July 2015 Patterson Calum 6 February 2021 Twitch streamer Aydan shadow banned in Warzone Dexerto Retrieved 5 July 2021 Singh Surej 30 December 2020 Call Of Duty Warzone players report being shadowbanned despite not cheating NME Retrieved 5 July 2021 Mapplestory banlist MapleStory Nexon America Inc 21 April 2015 Archived from the original on 18 April 2015 Retrieved 8 July 2015 EasyAntiCheats and Test Signing boot configuration 2014 10 30 Retrieved 2015 07 08 FairFight kick for Phantom hunt 2014 11 22 Retrieved 2015 07 08 Voting in Team Fortress 2 2011 04 14 Retrieved 2015 07 08 Griefing and voting in Competitive CSGO 2013 02 24 Retrieved 2015 07 08 a b Franceschi Bicchierai Lorenzo June 2021 Inside The World s Largest Video Game Cheating Empire www vice com Retrieved 2 June 2021 Totilo Stephen 23 March 2022 The four kinds of video game cheaters and what developers can do about them Axios Retrieved 5 April 2022 JUDGMENT by Judge Michael W for Nexon America Inc et al v Gameanarchy LLC et al Justia Dockets amp Filings Fingas Jon League of Legends creator wins 10 million in cheating lawsuit Engadget Retrieved 2 June 2021 McAloon Alissa March 3 2017 Riot awarded 10 million following lawsuit against LeagueSharp Gamasutra Retrieved March 15 2017 McAloon Alissa March 15 2017 Blizzard seeks 8 5M from hack maker Bossland over DMCA violations Gamasutra Retrieved March 15 2017 McAloon Alissa April 4 2017 Blizzard awarded 8 5M in damages following copyright infringement lawsuit Gamasutra Retrieved April 4 2017 Stewart Sam 2017 10 12 Epic Games Taking Legal Action Against Fortnite Cheaters IGN Retrieved 2022 04 04 Further reading editExploiting Online Games Hoglund Greg 2008 Pearson Education ISBN 978 0 13 227191 2 Cheating Gaining Advantage in Videogames Consalvo Mia 2007 MIT Press ISBN 978 0 262 03365 7External links editAspects of Networking in Multiplayer Computer Games by J Smed et al The Electronic Library volume 20 number 2 pages 87 97 2002 Fair Online Gaming Information on Intel s anti cheat research initiative and technology Retrieved from https en wikipedia org w index php title Cheating in online games amp oldid 1209864400 Anti cheating methods and limitations, wikipedia, wiki, book, books, library,

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