Game Anti Cheat System

Valve Anti-Cheat (VAC) is an anti-cheat software product developed by Valve as a component of the Steam platform, first released with Counter-Strike in 2002. When the software detects a cheat on a player's system, it will ban them in the future, possibly days or weeks after the original detection. It may kick players from the game if it detects errors in their system's memory or hardware. These days I work on Riot’s Anti-Cheat team, helping secure League of Legends from scripts, bots, and exploits. In this article, I’m going to show you some of the details and strategies behind our latest anti-cheat initiative, including a technical overview of the steps we took to mitigate certain types of cheating.

Hey it’s Paul “Arkem” Chamberlain, your VALORANT anti-cheat lead here again with a quick spotlight on the importance of player reports.

One of the most powerful tools in the fight against cheaters is player reports. Reporting gives players a way to directly tell us, your faithful anti-cheat team, what suspicious activity is going on in their games. Unlike Vanguard’s automated systems (Riot Vanguard is our anti-cheat system) reports bring human insight to our anti-cheat efforts at an otherwise unobtainable scale and bring with it a direct look at everyone’s experience in game. It’s really important that players use the in-game reporting tools everytime they see something suspicious, it’s the best way to help us keep the game fair!

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REPORTS LIFE CYCLE

Reports feed into many of our team’s processes both automated and manual. On the automated side, the Vanguard backend uses reports to decide whether or not a player should receive additional scrutiny, such as a higher intensity game integrity scan. Vanguard also uses the number of reports (more specifically the number of unique reporters and number of games in which the player was reported) as an indication of confidence in its findings—which helps us ban players faster and, in many cases, without manual review.

Our anti-cheat analysts also use reports to drive the manual review process. Each day the analysts (sometimes guest starring myself) review the most suspicious players, usually starting with the most reported players. These manual reviews help us find cheats that aren’t automatically detected that we then use to improve Vanguard so that automatic detection (and bans) will happen in the future. We also use these manual reviews as an opportunity to remove the most disruptive players ahead of schedule. We often use “ban-waves” to keep cheat developers guessing as to whether or not their cheat is currently detected but we’re happy to early-exit the most disruptive cheaters to better protect the game.

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Finally, we use reports as a measure of the health of the game as well as the effectiveness of Vanguard. If the overall number of reports is going up then that’s a sign to us as developers that players are feeling bad about the integrity of the game (regardless of the accuracy of each individual report). Likewise one way we can assess the effectiveness of Vanguard is by comparing the percentage of players reported for cheating versus the percentage of players detected by Vanguard.

BY THE NUMBERS

I know everyone likes stats, so I asked our anti-cheat data science friends to find some juicy numbers for you all to see.

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First of all, 97% of players have never even received a single report—no one has ever found their behavior suspicious enough to comment on. Of these 3% of players that have been reported for cheating, more than 80% of them have only ever been reported by a single player. 90% have been reported by fewer than 3 players.

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To put this another way, only 0.6% of players have received more than 1 cheating report and only 0.3% have received 3 or more. However, reports and cheaters aren’t perfectly correlated, many reported players are innocent and not all cheaters get reported before they’re banned. Right now only 53% of banned cheaters were reported before their ban and only 60% of players with 20 reports get banned after review.

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But even without a perfect correlation, reports are extremely helpful.

Valorant by Riot Games swept the world aside with its arrival. The closed-beta overtook almost every other game when it comes to viewership on Twitch. Riot claims that their superior anti-cheating policy is top of the line. However, the kernel level (vgk.sys) is spurring debates all across the gaming community.

The Vanguard anti-cheat system starts up only while Valorant is running on your computer. Riot reassures us that the kernel driver starts up with your system, but it does not invade your privacy. Security experts are trying their best to understand whether that statement holds any water or not. Riot claimed that the outdated anti-cheating systems give the cheaters a lot of scopes to infiltrate. The question remains, is the new anti-cheat system safe?

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What Are The Primary Concerns?

The concern from Riot Games to stop hackers and cheaters can be evident from their approach. The trick over here is to design an anti-cheating system that would look like a kernel-level-program to the cheaters—something which would invariably restrict changes. Vanguard focuses on bridging the gap between the minute programming disadvantages which code-breakers exploit. Riot Games have made it an absolute compulsion for the vgk.sys to run.

Riot anti-cheat head Paul Chamberlain insists that the best way to stop cheaters who base their work around kernel-level is by developing anti-cheat on the same level. This invariably makes the cheat challenging to create, and it also becomes difficult for ordinary people to use. Thus monetizing factor is taken out of it. Paul also claimed that no anti-cheat software could act as a fortress. Eventually, they will be breached. For now, Vanguard stands as one of the best anti-cheat systems out there.

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Is Valorant Anti-Cheat System Actually Invasive By Nature?

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The exact working of the Vanguard system explained by the game developers revealed a few things to us. We might think at the first go that this is going to be intrusive. Upon further inspection, we realize that it is not as dangerous as that. First thing first, it is entirely upon us; we can remove the driver. The driver only runs if the game is on. Paul Chamberlain declares that the driver “does not collect or send any information about your computer back to us.”

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We can only wait patiently and let things unfold. Hopefully, the claim that Paul Chamberlain is diplomatically avoiding the real issues about the anti-cheat system being invasive is false. Only time will tell.