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Cake day: April 1st, 2026

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  • No, quite the opposite. I would encourage you to learn how to read one day.

    Authortiarianism is a made up concept to separate the American public, who during the 1940s very much wanted to side with Nazi Germany and did not want to enter the war, and the ‘Axis of Evil;’ so that the American Military Industrial complex, against the wishes of its people and despite having the exact same ideology as the average fascist, could enter the war and make one of the largest transfers of wealth from poor to rich in world history happen.

    It has no actual definition that excludes any government. Meaning it’s a meaningless distinction when you cut through the propaganda Nothing an ‘authoritarian government’ has ever been accused of doing is exclusive to them; and by a prima facie reading of the term gives you the difference between lower case a anarchism and actual society – i.e. nothing useful when discussing the merits of ways to run a society, just the fact a society exists.

    Cuba is a democracy. China is a democracy. There’s plenty of propaganda that says otherwise because they do not do their government in English and Americans are the least linguistically capable peoples in the history of the world so it’s difficult for you people to check anything. Because learning spanish is just too difficult. There’s plenty of differences in how those democracies function compared to ‘liberal western democracy’ or US democracy. None of them are more ‘authoritarian’ than the others.




  • No, the mistake I’m making is pretending any person using the word ‘authoritarian’ has thought for two seconds about the word or what it means. Hence why I’m trying to encourage those to think beyond the propaganda and instead actually dive into the philosophy it’s trying to obscure.

    Authoritarianism, also known as ‘any two or more humans living together,’ is a meaningless buzzword invented in the 1940s to try to differentiate American and Fascist societies to get Americans on board with fighting their ideological clones across the Atlantic.

    It has no static definition that meaningfully separates any society from any other society.




  • World of Warcraft (yes it still has a bot problem, turns out it’s even more complicated of an analysis with hundreds of thousands of people playing the game wrong) unironically is the biggest game to do this and report on it. They track player movement, skill usage, cursor position on screen and likely a thousand more data points to determine if a real player could possibly do the things being done and auto flag and auto ban based on that.

    I believe VAC also has heuristic capability for FPSs if you enable it as a developer, as CS2 (at least, I think CS Source had a similar system) can detect unrealistic movements, perfectly timed clicks and all manner of movement scripts based solely on timing and not memory editing or other executable interference.

    But yes most games really don’t want to have an active cybersecurity team dedicated solely to studying game mechanics and deciding what is or isn’t realistic, and while heuristic analysis of memory (i.e. catching injected cheats) is also a thing, that also requires a security team capable of that; and as someone who once tried to get into the cybersecurity field all of that is expensive. You’re not getting a single person, much less a team, for less than 6 figures a year, and the amount of work generated that cannot be automated necessitates a fairly large team. CS2 gets around this a bit by having trusted players review iffy VAC detections which then feed into VACnet (which was released fairly recently) to have AI auto-review the heuristic detections based on known good reviews; but still the sheer volume of detections in a heuristic system (even well tuned ones) requires constant moderation.


  • No, Heuristic Analysis is deciding what data is likely, what data is unlikely, and what data is impossible, and then deciding, on that scale, the where the data the player is generating resides.

    In short: Humans have natural variations in everything they do, even the top 0.0001% of players. So let’s say you want to tackle aimbots in an FPS.

    The first thought would be track the number of headshots, and then if a player gets 100% headshots they’re labeled a cheater – but that isn’t accurate because of players like the streamer Shroud. So let’s be smarter. Let’s analyze the median player based on data from every player – not their headshots, not where they shoot, but how they move the cursor to the opponent to shoot.

    An aimbot will do a simple mathematical formula to decide how to aim at the target; i.e. if we imagine a 2d grid (centered at 0,0; squared limits of 100) on the screen and the player’s crosshair is at 0,0 and there’s an enemy at 50,50; then a bot would do something like (complete pseudocode:)

    While CrosshairPosition(y) does not equal EnemyPosition(y):
        Move mouse up (i.e. +y) by 1
        While CrosshairPosition(x) does not equal EnemyPosition(x):
            Move mouse right (i.e. +x) by 1
    Fire()
    

    This results in a predictable and perfectly diagonal move towards the enemy. Now actual humans cannot do this. It doesn’t matter how fine of motor skills they have, period. It is impossible for a human to even accidentally move like this. So we place this in the ‘impossible’ end of the spectrum.

    If a player does too many unlikely or impossible actions, flag them for review, and ban them that way. Or, just ban the ones doing objectively mathematically impossible things.

    Heuristic Data Analysis requires actual humans actually thinking about what is and isn’t possible in a game, understanding how cheats AND the game actually work, and then defining the spectrum, and then implementing and constantly tweaking it to minimize false positives while maximizing those that tweak their bots to get around the analysis.

    Because of this it’s expensive, relatively speaking, than paying a (statistically Israeli) anti cheat company to install spyware on their behalf.