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The software automatically scans a player’s computer for one out of an ever-growing list of identifiable cheats-any positive result yields a permanent, non-negotiable ban. The Valve Anti-Cheat System (VAC) was originally introduced in 2002, and today operates on a number of titles on the developer’s Steam platform. “Both people who understand and know Counter-Strike on the high level look into it, but also engineers directly dissect the anti-cheat logs and game files of that player.” “That usually happens after the games,” said Menge. He notes that while this technology is adept at finding commonplace cheats that can be bought for around $20-$35, the custom made hacks-which can cost the would-be cheater thousands-are harder to detect in the midst of an event.
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“There’s all our anti-cheat algorithms, machine learning on the server side that looks into such situations, and looks into whether something is fishy on the memory or in the process logs.” “By now, we are much further on the technology side,” said Menge. Ultimately, the German courts didn’t make any statement on whether the player had cheated or not, but did determine that the measures and checks ESL had taken were enough reason to ban the player. At the time there was a lot riding on this case ESL was relying on in-game demos, rather than its own anti-cheat software, and there were concerns that if the ban was overturned, it would have far-reaching consequences. The player was given a two-year ban, which he and his team fought against in the district court of Cologne. ESL staff used analytics from the player’s replay data to show he was using both an Aimbot (which provides automated targeting in shooting titles) and a Wallhack (which makes walled surfaces transparent or nonsolid).
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One that Menge brought up was during the German ESL Pro Series in 2008, in which a player who came up through qualification played sensationally well online, and a lot worse in person. “Having multiple spectators backstage as well, plus having the POV streams online for each player position, there are enough eyes on all situations to make sure that if something is fishy, it can be instantly reviewed and checked.”Įven with a high level of scrutiny at major events, there are several landmark cheating cases to point to.
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“But I would say, over the course of a full match, there are enough situations and interactions to see it,” said Menge.
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He said that when it comes to refereeing, one of the key tasks is preventing access no rogue connections to the internet in the warmup area or on stage, or allowing the use of keyboards or mice that would allow code to be installed.Ĭompared to traditional sports, where a referee might have a broader view than just the five or so screens of an esports game, there is a higher chance of missing something. Having joined the company originally as an online referee in 2001, he is currently responsible for all ESL online platforms and tournaments. Marcel Menge is the SVP Play & Platforms at ESL, and MD for Turtle Entertainment technology. Anti-Cheat Technology, from Online to On Stage With recent bans passed down in both the Fortnite World Cup and even across various professional leagues, The Esports Observer spoke to professionals working in the field of anti-cheat technology, and esports integrity. Sponsors and spectators alike can turn away from a league if it comes to light that software was used to achieve victory, or that a team took a dive for money-even though both are discovered and dealt with differently. Any professional competition, regardless of whether the playing field is made of grass or computer graphics, requires strict regulations.