Worse even, there are developments re: #cheating which involve using "#AI" to merely #aimbot / a player into making hits, including stochastic delays and inaccuracy to hide it.
- I know from a reliable source that this - alongside existing #Cheating problems - is why #Valve only considers #ServerSideAnticheat as reliable as #ClientSideAnticheat is impossible to enforce outside of #GameConsoles like the #XboxOne ¹!
This doesn't even account for the fact that #Linux isn't a good platform to do these #malware-style #Kernelhack|s but also that trying to do #ClientSide #Anticheat isn't worth the hassle.
- Which is why Valve works hard on "AI"-based #cheat detection in a way #fraud with #CreditCard|s is being combatted through #plausibility checks and per-transaction risk assessment.
The whole #CSGO / #CS2 "#Overwatch" basically amounts to #training (alongside with the existing footage of "known good" and "known bad" examples) of those "AI" efforts!
- Simply because with every gameplay they are able to collect metrics and will automatically flag games if someone were to suddenly have an extremely good K/D.
This is also why #Ranking is enforced in #Competitive #Multiplayer of #CounterStrike2 and why Valve yeeted "#smurf"-accounts because #smurfing taints their dataset.