Abstract
Multiplayer Online Games have become a multibillion dollar industry in the entertainment sector. However, the presence of cheaters undermines the experience of honest players and devalues the effort of game developers, as it directly affects player retention, competitive integrity, the legitimacy and trustworthiness of a game, and most importantly the overall revenue streams. Among various cheating techniques, visual aimbots represent an emerging threat. They use computer vision models to detect opponents from client screen captures rather than accessing game memory, making them completely undetectable by commercial kernel level anti cheat solutions. In this paper, we introduce PATCH, a novel proactive defense strategy that deploys adversarial patches as in game honeytokens to mitigate the presence of visual aimbot cheaters. Our approach centers on deliberately triggering the cheaters' object detection model, enabling either direct detection, or rendering the game unplayable for the cheater via patch flooding on their viewport. We evaluate our approach on various criteria; analyzing the effectiveness of different patch sizes, scalability of patches to different screen resolutions, efficacy against diverse visual aimbot cheat configurations and also explore various YOLO models to assess patch transferability. Evaluation on a custom Unreal Engine game demonstrates over 90 percent detection rate in white box scenarios for almost all patch sizes, and reaches 60 to 90 percent cross model transferability with larger patches. We further validate our approach on Fortnite, a commercial MOG, demonstrating real world applicability.
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Jul 5, 2026cs.AI
Modern video games are becoming more complex day by day. Most of these modern games are multiplayer first-person shooter (FPS) games. The rising popularity of FPS games emphasizes the need to combat cheating for fair and enjoyable gaming. As the number of players using cheating techniques like aimbots, wallhacks, and speed hacks is also increasing, we need a way to detect players who are using cheating tools to gain an unfair advantage over regular players. In this system, we focus exclusively on detecting aimbot cheats. Players who use aimbot cheats generally do not prioritize other aspects of the game. To distinguish between regular and cheating players, we identify specific features encompassing time-series data such as aim velocity, number of shots, distance to target, and more, along with behavioral data such as utility usage, player movement, and other gameplay patterns. Utilizing these features, we construct a server-side aimbot detection classifier named 'YAACS'. YAACS comprises a parser, a deep learning model, and intermediary connection utilities designed for integration with the game server. The proposed system achieves a classification accuracy of 88.6% with a false positive rate of 0.97% using a Stacked LSTM with Dense layers trained on sequences of 128 ticks (Tick Delta Negative=56, Tick Delta Positive=24), outperforming the Decision Tree baseline which achieves a higher accuracy of 96.2% but at a false positive rate of 2.68%, 2.76x worse than the best LSTM configuration. These results demonstrate that incorporating temporal context through sequence modelling is critical for minimising false accusations in FPS cheat detection.
Siddhesh A. Dhinge, Shubham G. Sukum, Harsh S. Ranjane +2
Jun 25, 2026cs.CV
Introduction: Most Multiplayer Online Battle Arena (MOBA) analytics studies rely on structured data, which does not directly capture what each team could actually see during a match. Objective: This work introduces Dota2-Vis, a video-based dataset, and a baseline pipeline for visibility analysis in professional Dota 2 matches. Methodology: The dataset comprises all 144 matches from The International 2025, recorded from both team perspectives, totaling 288 Full HD videos, together with 2,477 manually annotated minimap images. We evaluate multiple variants of a modern object detector for player-icon detection and use the best-performing model to estimate opponent-visible player presence over time. Results: YOLO11l (large) achieved the best overall performance, reliably identifying player icons even in dense and visually cluttered minimap scenes. The resulting visibility curves reveal player, hero, role, and team-level patterns that complement conventional MOBA analytics, highlighting behavioral differences that are difficult to obtain from structured data alone. The dataset and code are publicly available at https://github.com/RicardoRCarvalho/dota2-vis/.
Ricardo da Rocha Carvalho, Eloísa Oliveira, Luiz Bernardo Martins Kummer +2
Jun 16, 2026cs.CV
Multimodal Large Language Model (MLLM)-based web agents provide practical, high-precision solutions for visual browser automation; however, they inherently expand the attack surface, introducing novel vision-based vulnerabilities. Existing adversarial evaluations targeting these agents frequently rely on permissive threat models and visually conspicuous artifacts. In this paper, we investigate a constrained vulnerability detection setting: a trusted web platform where the evaluator acts solely as an unprivileged third party, such as a merchant or advertiser, controlling only a semantically legitimate, spatially constrained region, such as an ad slot, a sponsored card, or a localized widget. Operating under these realistic constraints, we propose MIRAGE, a novel visual indirect prompt injection framework for targeted next-action hijacking. Our approach leverages diffusion models to generate perceptually benign adversarial images strictly confined to the attacker-controlled boundaries permitted by the trusted service provider. To maximize attack efficacy within such a restrictive setting, we introduce a robust optimization technique combining curvature-aware adversarial diffusion guidance with sparse, dark-pixel residual perturbations. Comprehensive evaluations against prominent MLLM web agent frameworks, specifically SeeAct and OpenClaw, empirically demonstrate the potency, realism, and stealth of our proposed MIRAGE.
Xuelong Dai, Jianyu Ma, Boyang Ma +3