Entries Tagged "games"
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Most troublingly, Activision says that the “cheat” tool has been advertised multiple times on a popular cheating forum under the title “new COD hack.” (Gamers looking to flout the rules will typically go to such forums to find new ways to do so.) While the report doesn’t mention which forum they were posted on (that certainly would’ve been helpful), it does say that these offerings have popped up a number of times. They have also been seen advertised in YouTube videos, where instructions were provided on how gamers can run the “cheats” on their devices, and the report says that “comments [on the videos] seemingly indicate people had downloaded and attempted to use the tool.”
Part of the reason this attack could work so well is that game cheats typically require a user to disable key security features that would otherwise keep a malicious program out of their system. The hacker is basically getting the victim to do their own work for them.
“It is common practice when configuring a cheat program to run it the with the highest system privileges,” the report notes. “Guides for cheats will typically ask users to disable or uninstall antivirus software and host firewalls, disable kernel code signing, etc.”
The US Cyber Command has released a series of ten Valentine’s Day “Cryptography Challenge Puzzles.”
This essay makes the point that actual computer hackers would be a useful addition to NATO wargames:
The international information security community is filled with smart people who are not in a military structure, many of whom would be excited to pose as independent actors in any upcoming wargames. Including them would increase the reality of the game and the skills of the soldiers building and training on these networks. Hackers and cyberwar experts would demonstrate how industrial control systems such as power supply for refrigeration and temperature monitoring in vaccine production facilities are critical infrastructure; they’re easy targets and should be among NATO’s priorities at the moment.
Diversity of thought leads to better solutions. We in the information security community strongly support the involvement of acknowledged nonmilitary experts in the development and testing of future cyberwar scenarios. We are confident that independent experts, many of whom see sharing their skills as public service, would view participation in these cybergames as a challenge and an honor.
How in the world did I not know about this for three years?
Researchers at the University of Tokyo have developed a robot that always wins at rock-paper-scissors. It watches the human player’s hand, figures out which finger position the human is about to deploy, and reacts quickly enough to always win.
EDITED TO ADD (6/13): Seems like this is even older — from 2013.
Last month, Kaspersky discovered that Asus’s live update system was infected with malware, an operation it called Operation Shadowhammer. Now we learn that six other companies were targeted in the same operation.
As we mentioned before, ASUS was not the only company used by the attackers. Studying this case, our experts found other samples that used similar algorithms. As in the ASUS case, the samples were using digitally signed binaries from three other Asian vendors:
- Electronics Extreme, authors of the zombie survival game called Infestation: Survivor Stories,
- Innovative Extremist, a company that provides Web and IT infrastructure services but also used to work in game development,
- Zepetto, the South Korean company that developed the video game Point Blank.
According to our researchers, the attackers either had access to the source code of the victims’ projects or they injected malware at the time of project compilation, meaning they were in the networks of those companies. And this reminds us of an attack that we reported on a year ago: the CCleaner incident.
Also, our experts identified three additional victims: another video gaming company, a conglomerate holding company and a pharmaceutical company, all in South Korea. For now we cannot share additional details about those victims, because we are in the process of notifying them about the attack.
Me on supply chain security.
EDITED TO ADD (6/12): Kaspersky’s expanded report.
Long and interesting story — now two decades old — of massive fraud perpetrated against the McDonald’s Monopoly sweepstakes. The central fraudster was the person in charge of securing the winning tickets.
I play Pokémon Go. (There, I’ve admitted it.) One of the interesting aspects of the game I’ve been watching is how the game’s publisher, Niantic, deals with cheaters.
There are three basic types of cheating in Pokémon Go. The first is botting, where a computer plays the game instead of a person. The second is spoofing, which is faking GPS to convince the game that you’re somewhere you’re not. These two cheats are often used together — and you see the results in the many high-level accounts for sale on the Internet. The third type of cheating is the use of third-party apps like trackers to get extra information about the game.
None of this would matter if everyone played independently. The only reason any player cares about whether other players are cheating is that there is a group aspect of the game: gym battling. Everyone’s enjoyment of that part of the game is affected by cheaters who can pretend to be where they’re not, especially if they have lots of powerful Pokémon that they collected effortlessly.
Niantic has been trying to deal with this problem since the game debuted, mostly by banning accounts when it detects cheating. Its initial strategy was basic — algorithmically detecting impossibly fast travel between physical locations or super-human amounts of playing, and then banning those accounts — with limited success. The limiting factor in all of this is false positives. While Niantic wants to stop cheating, it doesn’t want to block or limit any legitimate players. This makes it a very difficult problem, and contributes to the balance in the attacker/defender arms race.
Recently, Niantic implemented two new anti-cheating measures. The first is machine learning to detect cheaters. About this, we know little. The second is to limit the functionality of cheating accounts rather than ban them outright, making it harder for cheaters to know when they’ve been discovered.
“This is may very well be the beginning of Niantic’s machine learning approach to active bot countering,” user Dronpes writes on The Silph Road subreddit. “If the parameters for a shadowban are constantly adjusted server-side, as they can now easily be, then Niantic’s machine learning engineers can train their detection (classification) algorithms in ever-improving, ever more aggressive ways, and botters will constantly be forced to re-evaluate what factors may be triggering the detection.”
One of the expected future features in the game is trading. Creating a market for rare or powerful Pokémon would add a huge additional financial incentive to cheat. Unless Niantic can effectively prevent botting and spoofing, it’s unlikely to implement that feature.
Cheating detection in virtual reality games is going to be a constant problem as these games become more popular, especially if there are ways to monetize the results of cheating. This means that cheater detection will continue to be a critical component of these games’ success. Anything Niantic learns in Pokémon Go will be useful in whatever games come next.
Mystic, level 39 — if you must know.
And, yes, I know the game tracks works by tracking your location. I’m all right with that. As I repeatedly say, Internet privacy is all about trade-offs.
Sidebar photo of Bruce Schneier by Joe MacInnis.