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Old 23/12/2018, 11:19 AM   #11
Yashas
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Default Re: AntiAimbot - Artifical Intelligence

Quote:
Originally Posted by f0Re3t View Post
thank you for explaining the detailed operation of the system
is it possible to teach And? if so, what is required
teach what?

All the training files are available in the repository and the sampml library has a simplified SVM and RF. It can be used for anything.

There is also a standalone tester, i.e. you can collect player statistics and save them into files (as shown in one of the example filterscripts) and then run the detector on it.
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Old 02/01/2019, 02:27 PM   #12
Tamer
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Default Re: AntiAimbot - Artifical Intelligence

Very nice, back in the day I had the thought of building an AI based aimbot detector for my server, however I wasn't literate on machine learning and neural networks and now my server is closed. If it were still open, I'd have lots of useful data coming out of from my server since we had lots of professional players and also so many aimbotters, the system could be trained for hours if not days.

I think this is one of the best works ever released, good job.
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Old 03/01/2019, 08:46 PM   #13
waysemir
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Default Re: AntiAimbot - Artifical Intelligence

Really nice.
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Old 05/01/2019, 12:38 AM   #14
Chaser98
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Default Re: AntiAimbot - Artifical Intelligence

I'd love to eventually see deagle aimbot detection. Keep up the good work dude, please don't stop!
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Old 05/01/2019, 01:00 AM   #15
dotSILENT
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Default Re: AntiAimbot - Artifical Intelligence

I haven't checked into the code, but I'd like to point out one possible scenario where I think a problem could appear:
1. Player id 0 is using aimbot
2. submit_vector is called for player id 0 and the analysis begins
3. Player id 0 leaves
4. New player connects and gets assigned ID 0, same as the cheating player
5. OnPlayerSuspectedForAimbot is being called for ID 0 with the results of the cheating player that isn't on the server anymore, but a new (clean) player has taken his slot, the server bans/kicks the legit player for the results of some different player that already left.

I'm not sure if that's possible, maybe you thought about it, but if not then I think there needs to be some sort of unqiue identification for the player, so even if the same ID is used, the results won't get mixed between 2 different players if the first one leaves. Or, just cancel the analysis if the player has left the server.
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Old 05/01/2019, 07:23 AM   #16
Yashas
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Default Re: AntiAimbot - Artifical Intelligence

Yes, that's an issue but it's extremely rare.

For that to happen, all the following incidents need to happen:
1. The transformation process decided to generate a sample just before the player quits (it takes around 2-10s to generate a sample)
2. The detectors will return the data in less than a second. Hence, the next player must join pretty quickly.
3. The player who joins next should get the same player id

You can add a check to ensure that the player has been in the server for at least 10 seconds.

Even by remote chance it happened, it should be ignored. Only repeated warnings should be taken seriously.

TL;DR: the cost of taking care of that extremely rare situation outweighs the benefits
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Old 05/01/2019, 04:14 PM   #17
ch1ps
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Default Re: AntiAimbot - Artifical Intelligence

This looks incredible
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Old 01/07/2019, 03:30 PM   #18
Admireal
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Default Re: AntiAimbot - Artifical Intelligence

Anyone share the built version?
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Old 02/07/2019, 02:36 AM   #19
SeeNN
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Default Re: AntiAimbot - Artifical Intelligence

Very nice.
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Old 05/07/2019, 05:18 PM   #20
DmitriyShift
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Default Re: AntiAimbot - Artifical Intelligence

will a link address download the plugin?
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