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AntiCheatPT: A Transformer-Based Approach to Cheat Detection in Competitive Computer Games
Cheating in online video games compromises the integrity of gaming experiences. Anti-cheat systems, such as VAC (Valve Anti-Cheat), face significant challenges in keeping pace with evolving cheating methods without imposing invasive measures on users' systems. This paper presents AntiCheatPT_256, a transformer-based machine learning model designed to detect cheating behaviour in Counter-Strike 2 using gameplay data. To support this, we introduce and publicly release CS2CD: A labelled dataset of 795 matches. Using this dataset, 90,707 context windows were created and subsequently augmented to address class imbalance. The transformer model, trained on these windows, achieved an accuracy of 89.17% and an AUC of 93.36% on an unaugmented test set. This approach emphasizes reproducibility and real-world applicability, offering a robust baseline for future research in data-driven cheat detection
The Complexity of Homomorphism Reconstructibility
Representing graphs by their homomorphism counts has led to the beautiful theory of homomorphism indistinguishability in recent years. Moreover, homomorphism counts have promising applications in database theory and machine learning, where one would like to answer queries or classify graphs solely based on the representation of a graph G as a finite vector of homomorphism counts from some fixed finite set of graphs to G. We study the computational complexity of the arguably most fundamental computational problem associated to these representations, the homomorphism reconstructibility problem: given a finite sequence of graphs and a corresponding vector of natural numbers, decide whether there exists a graph G that realises the given vector as the homomorphism counts from the given graphs.We show that this problem yields a natural example of an NP#P-hard problem, which still can be NP-hard when restricted to a fixed number of input graphs of bounded treewidth and a fixed input vector of natural numbers, or alternatively, when restricted to a finite input set of graphs. We further show that, when restricted to a finite input set of graphs and given an upper bound on the order of the graph G as additional input, the problem cannot be NP-hard unless P = NP. For this regime, we obtain partial positive results. We also investigate the problem’s parameterised complexity and provide fpt-algorithms for the case that a single graph is given and that multiple graphs of the same order with subgraph instead of homomorphism counts are given
Hidden Layer Interaction: A Technique to Explore the Material of Generative AI
This pictorial describes the process of developing an interaction technique for directly engaging with the hidden layers of a generative AI model for image synthesis. First, we give some background to generative AI in HCI, arguing that current interaction techniques prevent us from directly interacting with the material of AI, foreclosing its use in design. Drawing on inspiration from the Computer Science field of feature visualization, we investigate the materiality of our prototype, a GAN model trained to generate fashion imagery, and show how Hidden Layer Interaction offers an alternative to standard prompting. In doing so, we illustrate how this change in approach leads to new forms of interaction with the internal semantics of generative AI, and demonstrate how one might use Hidden Layer Interaction to engage with AI as a material in design
On the Dynamics of Affective States During Play and the Role of Confusion.
Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research suggests that confusion can contribute to a positive experience, potentially motivating players to learn. The state of confusion in video games should be further investigated to gain more insight into the learning experience of play and how it affects the player experience. In this article, we design a study to collect learning-related affects for users playing a game prototype that intentionally confuses the player. We assess the gathered affects against a complex learning model, affirming that, in specific instances, the player experience aligns with the learning experiences. Moreover, we identify correlations between these affects and the Player Experience Inventory constructs, particularly concerning flow experiences