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BSG needs to add Fairfight Anti-cheat to the game as well. (How FairFight works)
TL;DR at bottom.
What is FairFight?
FairFight by GameBlocks is a real time cheat detection and suppression system. FairFight is non-invasive, customizable and engine agnostic. It does not reside on the player's computer and does not examine the players' devices or perpetually look for the latest hacks. FairFight uses our proprietary GameChanger™ rule engine along with advanced database structures to evaluate players' real-time gameplay actions. FairFight combines algorithmic models that assess an array of statistical markers to identify possible cheating, and cross-checks these measurements using objective gameplay reporting to Make it a FairFight™ for everyone.
How does FairFight Work?
Fairfight uses two overlapping and mutually supportive approaches to identify cheaters: algorithmic analysis of player statistics and server-side cheat detection. FairFight uses algorithmic models to evaluate gameplay against multiple statistical markers to identify cheating as it occurs. FairFight crosschecks these indicators using objective server-side reporting tools. It takes action when both approaches correlate to cheating - and because you establish FairFight's tolerances and the in-game actions to be taken against the hacker, you are in control of your game like never before.
Algorithmic Analysis of Player Statistics (AAPS) compares each player's game play statistics across an array of performance measures and compares them against averages derived from all of the gamers playing your game. FairFight uses the results of these comparisons to find statistical anomalies that correlate strongly to the use of cheats.
In order that highly skilled players are not erroneously flagged as cheats, FairFight uses Server Side Cheat Detection (SSCD) to cross-compare results. FairFight's SSCD monitors the game state in real time, scanning gameplay data of your choice for events and conditions which are not possible (or that are exceedingly improbable) to achieve without the use of hacks. For example, in a given first person shooter it may be impossible for a weapon to kill (or even hit) a player over 200 yards. When FairFight sees this occur it automatically records it as a validation of any anomalous AAPS findings. With the validation event in place, FairFight will take any number of actions that you have selected, and it will do so when you want it to (immediately, after a delay, player join . . . .) FairFight's combined AAPS and SSCD approaches offer the best cheat detection and suppression tool in the industry - and it functions in real-time.
FairFight's customizable GameChanger rule engine and graduated punishment system can be modified throughout the course of a title's life, allowing you to Make it a FairFight™ for everyone all the time. Publishers can 'harden' or 'soften' detection thresholds and ban penalties, and add or eliminate statistical measures to meet their needs. For incorrigible hackers, FairFight maintains a Suspension List that is regularly updated with players flagged as 'cheaters'. 'Watch lists' can be created for continuous and even closer automated or manual monitoring. Temporary and permanent suspensions can be imposed, and, depending on your desire, 'hackers' can be barred on a single title or across multiple titles.
Since FairFight is a server side system, integrating FairFight into your game will be seamless. In other words, we won't screw up your game. Also, since FairFight is connected only via the API, if we ever have a connectivity or security problem (and we go to great lengths so we don't) the gameplay on your title should continue unaffected while we get reset.
Is it automated?
Yes! You can let FairFight police the streets on its own. Set it and forget it. If you want top performance though, we recommend active monitoring by our trained anti-cheat specialists. Our Managed Anti-Cheat Solution will let you and FairFight control hackers using the tightest of tolerances that you find acceptable.
For example: it is for all practical purposes impossible to have another player perfectly targeted while both players are running. 'Aimbot' hacks allow this perfect targeting. The SSCD tools in FairFight constantly watch for this condition and a variety of other 'impossible' conditions. When found to exist, and correlated with anomalous AAPS results, FairFight will identify the player as a 'cheater'. At this point, depending on your customized configuration, FairFight can automatically take a range of actions against the player or you may desire to introduce the human element by placing the perp on a 'watch list' for closer automated or manual monitoring.
How is FairFight different from Punkbuster and Valve Anti-Cheat?
The most popular anti-cheat programs operate like an antivirus program, searching each players' computer for known strings of hack code. Since these programs scan memory and other components of your customer's computer, they not only raise privacy and security concerns, but they are also constantly 'fighting the last war'. Hacks are always being written, hidden, rewritten, rehidden, and evolving in ways that make accurate forensic detection extremely difficult. Game publishers get mired in a never ending game of catch-up trying to discover the latest iteration of a hack, but never getting ahead of the hackers. Bottom line: the most popular anti-cheat programs just aren't that effective. Hackers can and do disrupt gameplay for hours, days and weeks on end, all the while destroying the gaming experience for honest players, damaging your brand and jeopardizing your revenue streams.
FairFight uses a different and, we believe, far better approach. FairFight receives game play data from the game server and focuses on the gameplay itself to determine if a player is cheating. Server Side Cheat Detection (SSCD) monitors in-game conditions and actions, while realtime Algorithmic Analysis of Player Statistics (AAPS) identifies statistically anomalous outcomes. When combined and cross-checked, FairFight's graduated punishment system suppresses and deters cheating using prompt and appropriate penalties.
With FairFight, what you do with the identified 'cheaters' is up to you. If you believe, that banning players is detrimental to your game. FairFight offers a host of options. You have the flexibility to warn/kick/kill/suspend or, if necessary, ban hackers from your game. This allows you to suppress or, if you prefer, segregate hackers. You can establish a 'penalty box' or hacker purgatory where hacks are tolerated, or even expected.
FairFight has detailed player information, leader boards and statistical summaries that PunkBuster and VAC do not provide. There is email with full reporting, comprehensive chat monitoring, heat maps, and more. Despite all of these offerings, since FairFight resides separate from your game, it does not impede server performance or slow gameplay. If ever DOS attacked, this same separation means that an attack on FairFight won't bring down your game.
I've seen the forums complaining about FairFight; Why would I want that buzz for my game?
This is a temporary condition. Hackers tend to complain and complain loudly when they get caught and punished. That said, one of our core goals at GameBlocks is to ensure that our FairFight system does not punish the honest player of any skill level, no matter how lucky or good their play. Consequently, we take claims of “false positives” very seriously and seek to prevent them at every stage: from software design and development through our after-action quality assurance reviews. It is our experience, after reviewing complaints of players that have been identified by FairFight as cheaters, that in virtually every instance the player in question was in fact certainly cheating. More importantly, if you ever have a question about why FairFight took action against a player, FairFight gives you the tools to quickly and definitively confirm the reason and validity of that action. Once FairFight is up and running for a week or so, you will find that forum posts complaining about hackers wreaking havoc in your game will drop way, way down. Not long thereafter, the complaints of hackers caught and punished by FairFight will begin to subside. At this point, you may find it interesting to check out the private forums on the leading hack sites in which, despite being cleansed for negativity quite frequently, you will see disgruntled hackers demanding their money back for hacks that got them caught and punished by FairFight.
How do I know you aren't just punishing the best players?
FairFight's Algorithmic Analysis of Player Statistics (AAPS) uses players' in-game conduct to spot potential hackers. If a player is cheating with sufficient malevolence or persistency to disrupt the enjoyment of gameplay for the other competitors, statistics will show it. For example, in a first person shooter if a player is using an aimbot that causes a head shot every time they kill another player, then that player's statistics will show a much higher ratio of head shots to total kills than the average player. Time can also be an important element. FairFight can evaluate gameplay activity over time to reveal outcomes that are inconsistent with fair play.
Of course, finding anomalous player statistics doesn't prove a player cheated. FairFight crosschecks AAPS results using objective Server Side Cheat Detection (SSCD). FairFight's SSCD monitors the game state in real time, scanning gameplay data of your choice for events and conditions which are not possible (or that are exceedingly improbable) to achieve without the use of hacks. FairFight takes action when the AAPS and SSCD approaches both correlate to cheating. Thus, while a highly skilled player who doesn't cheat may have a similar statistics to a player who does cheat, FairFight does not act against the player unless the SSCD cross-check confirms that the player has violated the conditions of the game (i.e. done the 'impossible'.
As an administrator, if you are ever unsure about the AAPS or SSCD tolerance levels that you have chosen for your game, you can use a wide array of tools to 'dial in' the appropriate settings. For example, you can have FairFight send less egregious hackers to particular servers or maps, or you can populate a watch list for closer monitoring of potential hackers, or you can run proposed tolerance changes in parallel with your existing game settings to monitor the impact that the change.
Basically, FF measures a bunch of shit in game, flags things that don't add up based on what most players are doing, then cross checks it server side, then institutes punishment based on the game publisher if it determines guilt.
False positives can and do happen, but like the legal system, some things slip through the cracks.
WHAT IT DOESN'T DO:
FF doesn't check files on your computer. It also makes detecting some hacks nearly impossible. Like ESP (if done intelligently), or percent based aim adjustment, or really a lot of non-obvious client side exploits/hacks.
ESP draws a wireframe box around other players in a game, as long as you don't "randomly" shoot through walls, track people that you don't have Line-of-sight on, and things like that. It's unlikely that ESP hackers can be detected due to lag existing in game, and Ubisofts less than perfect netcode. Could be the person had insane reflextes, lag, or prefireing.
Percent based aim adjustment is sort of like aim assist. Most basic aimbots will snap to a players head/body and track them, allowing for effort free aiming. This gets detected by FF eventually. However, percent based aim adjustment only moves your cursor a little bit, allowing you to be more accurate when you use your twitch muscles in a firefight. This is more difficult for FF to detect since it could very well be player skill and it doesn't throw off your statistics that much.
All in all it's a good, non-invasive system. It has problems, but so does everything.