!AR!BlackHawk
07-24-2009, 01:22 PM
When Anti-Cheat enters the Unknown (Linked GUID's):
Article by: !AR!BlackHawk - SEO Admin Request Networks (http://www.adminrequest.com)
While the anti-cheat community was formed back in the old gaming days, nobody ever thought that the system itself could turn into a self destructing program. Something that might damage the reputation of many respected anti-cheat organizations currently available on the internet.
To understand the situation we need completely understand how the anti-cheat system has developed throughout time. Let we take the example of the well developed program "PunkBuster" produced by EvenBalance Inc. back in the year 2000.
PunkBuster was one of the first tools actually able to counter the growing amount of multiplayer cheats. It gave game server administrator and game developers a large amount of tools which enabled them to catch cheaters and set custom game rules.
The anti-cheat software itself automatically checks all the client side settings & files and compares them against a blacklist with known client side cheats. If a cheat got detected it automatically prevents the player from playing on the server and places them on a ban list managed by EvenBalance Inc.
While this worked for a long time (and still does), there have always been some technical issues which couldn't be solved. As the system was developed to detect cheats through a blacklist the system first requires the cheats to be processed by PunkBuster. This has one major drawback, because unknown (private cheats) do not get detected until the PunkBuster software’s is able to recognize the signature of the cheat file. Because of this, many people have felt left down by the software because new cheats don't get detected until EvenBalance decides to target the cheat that gets used. The frustration of this issue caused small groups to create their own system, using PunkBuster to spread a custom ban list to the game servers that have signed up.
This very clever idea functioned very well but had one issue. Many cheaters use more than 1 GUID to cheat on a game, or have different games. To satisfy the community some "smart" people came up with the idea to link all IP's to the GUID used by the players that enter the server protected by their ban list. This way if a user performs a GUID search on a users GUID, a list of all GUID's used on the clients IP will be displayed, including the ones that have been banned by the community.
On itself this is a very harmless tool, but if misused it could turn itself into a very dangerous snake. Because having a "linked GUID" to a GUID that has been banned, doesn't prove that the person also cheated on the other GUID's, and doesn't even prove if it was the same person. Many (if not nearly all) internet service providers (ISP) assign dynamic IP addresses to their clients. This means that there IP address can change every hour/day/week/month/year (depending on the ISP's wishes). This means that I could end up with the IP address of a user that cheated on a multiplayer game.
This would result in my VALID GUID being linked with the GUID of the cheater. Still, this doesn't say much yet, but if I change IP again and someone else was so unfortunately to end up with the IP of the old cheater, his GUID would end up linked to him too.
Repeating this process would end up with hundreds of IP's linked to GUID's of cheaters and non cheaters, destroying the accuracy of the whole system. And all of this, just because we want to know if a person has already been cheating before so we can "preban" or deny a user without valid proof.
So do we really want to go that far with the risk of destroying the accuracy & trust into the system?
_________________________________________________
(edit GB, typo and message:)
To learn more about Admin Request, go here: http://www.hackhunters.com/forum/index.php?topic=17.msg6448#msg6448
Article by: !AR!BlackHawk - SEO Admin Request Networks (http://www.adminrequest.com)
While the anti-cheat community was formed back in the old gaming days, nobody ever thought that the system itself could turn into a self destructing program. Something that might damage the reputation of many respected anti-cheat organizations currently available on the internet.
To understand the situation we need completely understand how the anti-cheat system has developed throughout time. Let we take the example of the well developed program "PunkBuster" produced by EvenBalance Inc. back in the year 2000.
PunkBuster was one of the first tools actually able to counter the growing amount of multiplayer cheats. It gave game server administrator and game developers a large amount of tools which enabled them to catch cheaters and set custom game rules.
The anti-cheat software itself automatically checks all the client side settings & files and compares them against a blacklist with known client side cheats. If a cheat got detected it automatically prevents the player from playing on the server and places them on a ban list managed by EvenBalance Inc.
While this worked for a long time (and still does), there have always been some technical issues which couldn't be solved. As the system was developed to detect cheats through a blacklist the system first requires the cheats to be processed by PunkBuster. This has one major drawback, because unknown (private cheats) do not get detected until the PunkBuster software’s is able to recognize the signature of the cheat file. Because of this, many people have felt left down by the software because new cheats don't get detected until EvenBalance decides to target the cheat that gets used. The frustration of this issue caused small groups to create their own system, using PunkBuster to spread a custom ban list to the game servers that have signed up.
This very clever idea functioned very well but had one issue. Many cheaters use more than 1 GUID to cheat on a game, or have different games. To satisfy the community some "smart" people came up with the idea to link all IP's to the GUID used by the players that enter the server protected by their ban list. This way if a user performs a GUID search on a users GUID, a list of all GUID's used on the clients IP will be displayed, including the ones that have been banned by the community.
On itself this is a very harmless tool, but if misused it could turn itself into a very dangerous snake. Because having a "linked GUID" to a GUID that has been banned, doesn't prove that the person also cheated on the other GUID's, and doesn't even prove if it was the same person. Many (if not nearly all) internet service providers (ISP) assign dynamic IP addresses to their clients. This means that there IP address can change every hour/day/week/month/year (depending on the ISP's wishes). This means that I could end up with the IP address of a user that cheated on a multiplayer game.
This would result in my VALID GUID being linked with the GUID of the cheater. Still, this doesn't say much yet, but if I change IP again and someone else was so unfortunately to end up with the IP of the old cheater, his GUID would end up linked to him too.
Repeating this process would end up with hundreds of IP's linked to GUID's of cheaters and non cheaters, destroying the accuracy of the whole system. And all of this, just because we want to know if a person has already been cheating before so we can "preban" or deny a user without valid proof.
So do we really want to go that far with the risk of destroying the accuracy & trust into the system?
_________________________________________________
(edit GB, typo and message:)
To learn more about Admin Request, go here: http://www.hackhunters.com/forum/index.php?topic=17.msg6448#msg6448