Identify As A Human Does: A Pathfinder of Next-Generation Anti-Cheat Framework for First-Person Shooter Games

📅 2024-09-23
🏛️ arXiv.org
📈 Citations: 1
Influential: 0
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🤖 AI Summary
FPS cheating severely undermines competitive fairness and ecosystem health. Existing anti-cheat solutions suffer from client-side hardware dependencies, elevated security risks, unreliable server-side detection, and a lack of large-scale real-world data. This paper proposes HAWK, a server-side anti-cheat framework for CS:GO. Methodologically, it introduces a novel multi-perspective behavioral feature modeling approach; constructs the first large-scale, real-world FPS cheating dataset—comprising diverse cheat types and difficulty levels; and designs a rule-augmented machine learning decision pipeline (XGBoost/LightGBM) that jointly leverages multi-source game-state features and real-time behavioral sequence analysis. Evaluation demonstrates that HAWK significantly reduces inference overhead and ban latency, decreases manual review volume by 72%, and successfully detects stealthy cheaters evading Valve Anti-Cheat (VAC).

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📝 Abstract
The gaming industry has experienced substantial growth, but cheating in online games poses a significant threat to the integrity of the gaming experience. Cheating, particularly in first-person shooter (FPS) games, can lead to substantial losses for the game industry. Existing anti-cheat solutions have limitations, such as client-side hardware constraints, security risks, server-side unreliable methods, and both-sides suffer from a lack of comprehensive real-world datasets. To address these limitations, the paper proposes HAWK, a server-side FPS anti-cheat framework for the popular game CS:GO. HAWK utilizes machine learning techniques to mimic human experts' identification process, leverages novel multi-view features, and it is equipped with a well-defined workflow. The authors evaluate HAWK with the first large and real-world datasets containing multiple cheat types and cheating sophistication, and it exhibits promising efficiency and acceptable overheads, shorter ban times compared to the in-use anti-cheat, a significant reduction in manual labor, and the ability to capture cheaters who evaded official inspections.
Problem

Research questions and friction points this paper is trying to address.

Addressing cheating threats in first-person shooter games using machine learning
Overcoming limitations of existing anti-cheat solutions with server-side framework
Developing comprehensive detection system that mimics human expert identification
Innovation

Methods, ideas, or system contributions that make the work stand out.

Server-side machine learning framework for FPS games
Multi-view features mimicking human expert identification
Large real-world dataset evaluation with reduced ban times
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