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Path: ...!weretis.net!feeder6.news.weretis.net!usenet.blueworldhosting.com!diablo1.usenet.blueworldhosting.com!feeder.usenetexpress.com!tr3.iad1.usenetexpress.com!69.80.99.22.MISMATCH!local-2.nntp.ord.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Wed, 10 Apr 2024 15:19:43 +0000 From: Spalls Hurgenson <spallshurgenson@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: Cheating Cheat-sheet Date: Wed, 10 Apr 2024 11:19:43 -0400 Message-ID: <5dad1jdk2vgdd9gqhao05rd8qmvkgqdlt1@4ax.com> References: <7qk81j5b6spsk31rafh7f20i2b75136aad@4ax.com> <l7sa1j98088g9fhl1b1o652klo0u2iphir@4ax.com> <uv3spj$bjm2$1@dont-email.me> <6k1c1jtp66aeorol1j1agl5fvh0jedq4uv@4ax.com> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 86 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-Ti82hxLWqZ/OxME5km5os9FQtq02jH2zvR1Hwvz2PNk9d+WsVKd28zV/Z4tL/bl4L0tMzgGv91wKYlq!pOyLwy+Lif+mbDafV/svjsWh1pcVyFbkduyGEjolaxHgQ5o0Y2bkMjwggt2Qf7lAf5bzwU0= X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 Bytes: 5311 On Tue, 09 Apr 2024 21:25:25 -0600, PW <iamnotusingonewithAgent@notinuse.com> wrote: >On Tue, 9 Apr 2024 17:10:11 -0000 (UTC), candycanearter07 ><candycanearter07@candycanearter07.nomail.afraid> wrote: > >>PW <iamnotusingonewithAgent@notinuse.com> wrote at 16:49 this Tuesday (GMT): >>> >>>>Still, if you're interested in a surface level description of how the >>>>'pro' cheaters are doing it*, this is a good video to start with. >>>> >>>> >>> >>> I am interested because it is a techie thing but I am not willing to >>> spend 40 seconds or even 4 seconds on a video. >>> >>> I avoid cheaters by not playing games on-line! :-) >>> >>> I will end up watching a little of this vide though Spalls. >>> >>> Thanks. >>> >>> -pw >> >> >>What about cheating AI? >*-- > >It exists? Explains a lot over the years! AI cheats all the time... but usually to provide a better experience. The most visible example is in racing games, which use 'rubber band' mechanics to maintain a constant challenge. Get too far ahead of the other racers, and the AI will preternaturally zoom forward until it is right behind you again (at which point it - usually - resumes its 'normal' racing behavior). But it also works in reverse; fall too far behind, and the AI often slows down to give you a chance to catch up. (The "Need for Speed" games are infamous at this, with varying degrees of success. There was almost no rubber banding in "Underground", and it worked to the detriment of the game (I often lapped the AI). I think EA did it pretty well in 2012's "Most Wanted", where it was hard to notice the rubber banding happening at all. On the other hand, 2011's "The Run" had some of the worst rubber-banding I've ever seen in a racing game, with the AI achieving almost supersonic speeds to keep up). But the AI cheats in other genres too; in strategy games, the developers often grant it the ability to see the whole map, or give it bonus resources. In shooters, the AI often dodges your bullets even if it can't see you actually shooting at it (the Scarj mosnters from 1998's "Unreal" were infamous for this). Even in "Alien: Isolation" (which worked hard to make the AI 'fair', the eponymous xenomorph would instantly detect you if you stood right behind you, because the AI had a vision cone facing straight back. Of course, are these really 'cheating'? The thing is, it's not really hard to make it so the computer can trounce a player in most video games. Even if the computer isn't granted any special bonuses, the sheer speed at which it can make its moves can make it an unbeatable opponent. If the developer just keeps increasing the tic-rate, eventually even the best player is going to be overwhelmed. The challenge often isn't beating the player, it's providing a reasonable level of challenge... and (equally importantly) expressing how its being done to the player. Because often when players complain about the AI is cheating, it's not because of the specific techniques, but because those techniques aren't communicated to them. If you go into a RTS game assuming the AI has the same limits as you* and then find out that some or all of those restrictions are reduced for the AI, that seems profoundly unfair. But if you go into the match knowing that it can churn out units faster (especially if you give it some in-universe lore to explain it) then it's less 'cheat' and more 'challenge'. But, yeah, the AI in pretty much every game has advantages the player doesn't. Then again, players have a real brain and aren't limited to scripts, so maybe it should be the AI complaining about humans. ;-) * e.g., the same resources as you, that it can only see the parts of the map that it has specifically explored, that it can only build units at the same rate at you, and has the same build-limits as you do)