Almighty Video Game Designer
644 The artificial intelligence anti-cheat system
The problem of hacking in FPS games had always been one of the biggest headaches for designers, even in VR.
This was mainly because of the game type. In order to ensure the smoothness of the game, FPS games used many solutions that relied on local computing. This was equivalent to giving the external software space to modify the data.
Even though the VR platform had been reinvented, it was still very difficult to completely remove the influence of cheats, especially in the shooting game field.
The majority of game companies 'way of solving cheats was still from the technical aspect. For example, they could reduce the number of loopholes in the game itself through technical standards, making it more difficult to be hacked, and easier to discover cheats disguised as normal programs. They could then detect and stop them.
However, after all, the higher the Dao was, the more devilish it would be. The creator of the cheat would have an advantage as the attacker. Just like in many games, it was much easier to find bugs than to fix them.
Moreover, the profit of developing a marksmanship-type game was too great. Therefore, under the temptation of profit, countless cheating game producers would rush like ducks for the profit.
In other games, even if the other party used cheats, they would still be limited by the character's attributes. However, FPS games were completely different. Life and death could be determined in a few milliseconds, and using cheats could reap the greatest benefits.
As for Chen Mo's previous life's famous NAC system, it wasn't a cheat and could only be used as a support.
In reality, when it detected an abnormality in a user's memory or other hardware, it would ban the user for a period of time, making it difficult for the cheat creator to determine which code had triggered the VAC.
Although the accuracy of this system was relatively high, the biggest problem was that it was not timely. Obviously, for a lot of professional players, this level of ban was nothing.
After all, the majority of professional cheaters had many accounts, and they could just ban one and change to another.
As for using program detection to identify cheats, it was a difficult thing to do in Chen Mo's previous life.
Many anti-cheating systems were indeed based on the player's data, but because the level of artificial intelligence was not high, there was not enough data. It was impossible to accurately determine whether this person was cheating or if he was an expert.
After all, the difference in stats between an expert and a noob was like the difference between heaven and earth.
Therefore, some people jokingly called Battlefield 1 "s fair fight system the official anti-Pro system. This system was too unfriendly to pro players and often made mistakes.
So far, the most effective way was to release the testing system, which was what Chen Mo did in Overwatch.
This kind of detection system had extremely high authority and would be activated before entering the game. It would collect all kinds of data, monitor the progress of the equipment, and hide the game memory. Once it detected that a program was trying to interfere with the game data, it would take the corresponding measures. When it detected some unsolvable situation, it would even shut down the game directly.
Of course, in principle, this kind of high authority was no different from the so-called rogue plug-ins. The price was that the user's every move would be seen.
On the one hand, it might constitute an invasion of the user's privacy, and on the other hand, it would reduce the game's flow to a certain extent.
But no matter what, this was the most effective method at the moment.
Chen Mo was well aware of this, so when Overwatch was flooded with cheats, he decisively used this detection program to ban the low-end cheats.
In times of chaos, using heavy punishment was sometimes a form of harm to the players if they were overly cautious.
What's more, VR gaming pods were different from PC, their main function was to play games.
However, this system wasn't omnipotent, just like the PC games in his previous life had things like a mouse Hong.
In the VR games of the parallel world, there were similar auxiliary input devices that could deceive detection programs and modify the players 'consciousness signals, allowing players who were originally bad at shooting to greatly improve their accuracy.
Chen Mo's thoughts went back to the beginning. Was it possible to judge whether a player was an expert or a cheater through artificial intelligence?
The previous games couldn't do it because the level of artificial intelligence was too low. There was often a huge error in judging the players 'true level through various data.
However, the Pangu system's artificial intelligence was already advanced enough. By screening and detecting the real data of a large number of players, it could better determine which operations were similar to those of human beings and distinguish between cheaters and experts.
In a sense, the Pangu system and Origin were the world's top external hacks. They could even fully simulate human operations to the extent that they could pass off as real.
Therefore, their judgment on "whether a certain operation was done by a human" was certainly more clear than most humans.
Therefore, Chen Mo's plan was to first provide the Pangu system with the appropriate review criteria through a large amount of data, so that the AI could grasp the habits and performance of humans in the game, as well as the corresponding probability data.
Secondly, at certain points in the game, such as killing more than eight people or winning a chicken dinner, the detection would be triggered. At this time, the system would detect if there was anything abnormal with the data transmitted by the player throughout the game. If there was anything abnormal, it would be considered a suspect.
Of course, the players who were frequently reported would also be investigated.
Moreover, when the data in the game appeared under special circumstances, it would also trigger the artificial intelligence's alarm. For example, if a player's aim was always locked on the enemy's neck or waist, and the data was significantly higher than the normal value, it would also trigger the detection.
For players who had confirmed that they had cheated, the punishment would be different according to the type of cheat.
As for special cheats such as health lock, x-ray vision, plane explosion, and sucking people, they would be permanently banned. These cheats had no acting skills or confusion at all. They were too low-end and there was no need to keep them.
Other than that, Chen Mo had a malicious joke waiting for the players who used micro-sight or assisted aim.
First of all, these players would be directly punished in this game. The game will directly refresh an Artificial Intelligence Law enforcer in a hidden location and kill the player on the spot.
After that, the player would have a hidden cheater tag in the system. After another match, he could only be matched with other cheaters, which was a special cheating server.
The plug-in suit looked exactly the same as a normal server, but it was full of players who used plug-ins, and a large number of artificial intelligence were mixed in.
Since these players were all good at acting, they would not quickly realize that they had entered the cheat-like server.
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