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Games & XR

Server-Side Aimbot Detection from Gameplay Telemetry for Indie Multiplayer Shooters

Build a server-side cheat detection system for a small multiplayer shooter that records aim movement around every shot, trains a model to spot aim assistance, and sends suspicious players to a human review queue with replays. Indie studios cannot run invasive kernel-level anti-cheat, and their players notice cheaters within days of launch. The project includes building the test game, a controlled cheat for training data and an honest look at how cheats adapt.

Difficulty

Advanced

Needs a team, real planning, and a supervisor who knows the area.
Effort

2 semesters · 2 to 3 students

Deliverables

8 to ship

4 optional extras

Suggested stack

Godot 4 or UnityA dedicated game serverPython and PyTorchPostgreSQL or Parquet filesA review dashboard in ReactDocker
A suggestion, not a requirement. Swap anything for what you already know.

What you should ship

  • A small multiplayer arena shooter with a dedicated server and recorded matches
  • Telemetry of view angles, movement and shot outcomes in a window around every shot
  • A controlled aim-assist cheat for your own game only, with adjustable strength, to create labelled data
  • A sequence model that scores each engagement and each player for likely aim assistance
  • A review queue that shows top-scored players with replays of the flagged moments
  • Analysis of false positives on skilled human players
  • A test against a humanised cheat that adds noise and delays to evade detection
  • A report on detection rates, false positive rates and what reviewers found useful

If you have time left

  • Detection of wall-hack behaviour from where players look before enemies are visible
  • Online scoring during matches with low server cost
  • Comparison of a gradient-boosted model on hand-made features with the sequence model
  • A short guide for indie studios on logging the right telemetry

The problem: cheaters kill small multiplayer games

A small studio launches a multiplayer shooter. Within a week, a few players with aim assistance top every leaderboard, everyone else leaves, and the community never recovers. Large publishers fight this with kernel-level anti-cheat drivers, large security teams and machine learning on millions of matches. Indie studios, including the growing number in Pakistan, have none of that, and many players dislike installing invasive anti-cheat software anyway.

What a small studio does have is its own server. Every shot, every view angle change and every hit passes through it. That telemetry is enough to spot many forms of aim assistance, if someone builds the detection.

What already exists and the gap

  • Client-side anti-cheat products such as Easy Anti-Cheat and BattlEye run on the player's machine and look for known cheat software. They are effective but invasive, and cheat makers work constantly to bypass them.
  • Valve's VACnet analyses Counter-Strike gameplay with deep learning on Valve's servers and sends suspicious cases to human reviewers, but it is built for one game at enormous scale.
  • Report buttons depend on players noticing and bothering to report, and generate many false accusations.

The gap is an open, server-side approach small studios can understand and run: record the right telemetry, score engagements, and put a human reviewer in the loop.

Inspiration

At GDC 2018, Valve engineer John McDonald presented "Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive". VACnet was trained on verdicts from Overwatch, the game's community review system, and looks at changes in a player's pitch and yaw in the moments before and after each shot, along with weapon, distance and outcome. Cases it flags go to human reviewers. Your project rebuilds that pipeline at small scale for a game you control, and adds a study of how cheats evolve: research such as "GAN-Aimbots" (Kanervisto and colleagues, arXiv 2022) has shown that machine learning can also make cheats look human.

What you build

  • Players play a short arena shooter. The server records aim and shot telemetry for every engagement.
  • The detector scores each engagement and builds a per-player score across matches.
  • Reviewers (the studio's moderators) open a queue of the highest-scored players, watch replays of the flagged moments and confirm or dismiss them. Their verdicts become new training data.

The technically interesting part

  • Getting labelled data ethically. You cannot use real cheaters' data from other games. Build a controlled aim-assist cheat for your own test game only, with adjustable strength and smoothing, and record matches with and without it. Never release or share it.
  • Telemetry design. Record view angles at a fixed tick rate in a window around each shot, plus target positions, so the model can see how the crosshair moved relative to the target.
  • The model. Compare hand-made features (snap speed, reaction time, overshoot) in a gradient-boosted model with a small sequence model on raw angle traces. Report which works better and why.
  • False positives. Skilled human players also aim fast. Recruit strong players to play honestly and measure how often they are flagged. A detector that flags good players is worse than none.
  • Adaptation. Make your cheat more human: add noise, reaction delays and imperfect tracking. Measure how detection drops, and what that means for a real deployment.

How to evaluate it

  • Detection: true positive and false positive rates per engagement and per player, at several cheat strengths.
  • Human players: flag rate on skilled honest players compared with average players.
  • Review efficiency: share of queued players that reviewers confirm, and time per review.
  • Robustness: detection rate against the humanised cheat.
  • Cost: server CPU per match for telemetry and scoring.

Suggested plan

  • Weeks 1 to 4: read about VACnet and GAN-Aimbots, build the arena shooter and dedicated server.
  • Weeks 5 to 9: telemetry logging, the controlled cheat, data collection sessions.
  • Weeks 10 to 15: feature model, sequence model and evaluation.
  • Weeks 16 to 20: review queue with replays, skilled-player study.
  • Weeks 21 to 26: humanised cheat study, write-up and demo.

Path to a product

Indie multiplayer developers need anti-cheat that is affordable, respects players and fits their server. A telemetry library plus a hosted scoring and review service is a realistic offer. The project is also a strong portfolio piece for game server, machine learning and security roles, and the robustness study is publishable.

Scope warning

Build and test the cheat only for your own game, keep it private and delete it when the project ends. Never attempt to detect, test against or interfere with commercial games or their anti-cheat. Do not automatically ban anyone in your design; the system only suggests cases for human review.

Learn what you need on Sefism

Get help with this idea

The risk is a detector that looks accurate on your own cheat and fails on skilled honest players. Tauseef can help you design the data collection, the false positive study and the ethics of building a test cheat. If you are new here, create a free account first.

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