It never was fair to play vs computers in reaction games or skill games.
IE: Quakebots and Fighting games have perfect reaction times and perfect combos. They can simply block perfectly and counter attack perfectly and never drop a combo.
You act like cheating is new to video games??
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We never wanted bot in these games. Still don't want them today, and it's a big reason that playing on public boxes (ex: at an arcade or eSports tournament) is still a thing.
Defeating an opponent in a tournament is a big thing for fighting games. The risk of cheating online is always there so online tournaments are simply never taken as seriously (ie: as much $$$$ risked as real life tournaments).
> You act like cheating is new to video games??
No, I think the point is that with AI the existing anti-cheat measures can simply be avoided by letting the AI play through the same interface as a human. Therefore anti-cheat kernel modules will no longer be useful, and will no longer be a reason to stay on Windows.
> 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.
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.
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.
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.
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.
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....
and will have to do something along those lines for online play.
No one is going to use LLMs if aimbots are available.
Have you even played an FPS vs an aimbots before?