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> ... It's called beat the cheating detector. If you have access to the detector, it becomes trivial even: no matter how advanced the detector, using a chess engine to generate a set of moves and picking the best ones which go undetected works.

Except that you have to beat all future detectors as well, which is a lot harder to get access to. E.g. this is how athletes sometimes get caught out doping; they use methods which are undetectable today, but fail in a year or two.

I don't really want to press this comparison too far though, not only are the prevalent levels completely different, but doping is also a lot less clear cut than cheating in chess / counter strike. It's pretty obvious when you're cheating in the one, whereas you could argue that using as-yet not banned substances is fair game. Mind you, we have had players type in recoil-resetting scripts at competitions, and argue that it's just a configuration, so perhaps it's not as clear cut as I make it sound.



That's why you don't "win" the game, but it's an endless competition between cheats and cheat detectors.

You will find neither the ultimate cheat, nor the ultimate cheat detector.


As long as the detectors don't directly detect cheating, but instead improvement at a rate that is too high (like in the article), then if you limit your rate of improvement to a rate and distribution similar to human improvement, it is unlikely that any future program will be able to detect this.

Detecting performance enhancement solely by looking at performance is a losing battle for the detecting side.


Sure, but forcing cheaters to rate-limit their improvements to within reasonable limits would already be a huge win for the detecting side, so I'm not sure I'd call it a losing battle. It'd severely limit the utility of cheating, while at the same time forcing a long history of slow improvement which can be scrutinised.

Taken by itself, I'd tend to agree with you. In practice though, I think this can easily swing the balance in favour of the detecting side. Another angle to analyse chess games would be to see the degree to which a player's moves correlate with known chess engines. Over a long term (say, a few dozen tournaments worth of games), this type of evidence would be particularly damning; the types of chess engines which play relatively human-like, yet still are top-tier simply don't exist. Given the difficulty in creating them, and the relative rewards, I wonder if it will ever be practical to cheat.




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