[DEPRECATED] Anti-cheat through provenance, not surveillance — every game action is a TIBET token, no kernel driver needed
Project description
tibet-anticheat
Anti-cheat through provenance, not surveillance — every game action is a TIBET token, no kernel driver needed.
Part of the TIBET protocol suite by Humotica AI Lab.
The Problem
Current anti-cheat is broken:
- Kernel drivers (EAC, Vanguard) — ring-0 access, security risk, privacy nightmare
- Signature scanning — always behind, cheat devs update faster
- Always-online DRM — punishes legitimate players
- Server-side only — can't work for P2P/indie games
The Solution
Every game action is a TIBET token. Math catches cheaters, not surveillance.
from tibet_anticheat import AntiCheatEngine, ActionType, Vec3
engine = AntiCheatEngine()
session = engine.start_session("player-42")
# Game server records actions (each = TIBET token)
session.record_action(ActionType.MOVE, position=Vec3(10, 0, 5))
session.record_action(ActionType.SHOOT, position=Vec3(10, 0, 5),
target_position=Vec3(50, 2, 30))
# End session — all detectors run automatically
report = engine.end_session(session.session_id)
print(report["verdict"]) # CLEAN / SUSPICIOUS / GUILTY
Install
pip install tibet-anticheat
What It Detects
| Cheat | How TIBET Catches It |
|---|---|
| Aimbot | Aim snap analysis: instant corrections, zero jitter, perfect tracking |
| Speedhack | Position/time ratio exceeds game physics |
| Teleport | Position jumps with no movement chain |
| Triggerbot | Reaction times below human limits (<100ms consistently) |
| Macro | Unnatural timing regularity (coefficient of variation) |
| Item dupe | No TIBET token for how you acquired that item |
| Chain tamper | Action chain hash broken — someone modified the sequence |
How It Works
Player Input → Game Action → TIBET Token → Chain → Analysis
↓
ERIN: what happened
ERAAN: previous action (hash-linked)
EROMHEEN: input sample, tick, position
ERACHTER: intent
Human players have natural patterns:
- Aim has jitter (hand tremor), acceleration curves
- Movement has inertia and reaction delays
- Reaction time: 150-250ms (pros: 130-180ms)
- Accuracy varies with distance and stress
Cheaters break these patterns:
- Aimbot: instant corrections, zero jitter, constant speed
- Speedhack: impossible velocity for game physics
- Triggerbot: consistent sub-100ms reactions
Player Trust (FIR/A)
Players get a trust score that evolves over time:
- Fair Play (30%): clean sessions / total sessions
- Integrity (30%): action chain integrity
- Recency (15%): recent clean play recovers trust
- Anomaly (25%): severe cheats reduce trust faster
High-trust players → less scrutiny. Low-trust → more analysis. Zero-trust → auto-ban.
CLI
# Full demo with fair players + cheaters
tibet-anticheat demo
# Only fair players
tibet-anticheat demo --scenario fair
# Only cheaters
tibet-anticheat demo --scenario cheater
For Indie Developers
# That's it. No SDK integration. No kernel driver.
# No monthly fees. No account system. MIT licensed.
from tibet_anticheat import AntiCheatEngine
engine = AntiCheatEngine(max_speed=10.0, max_sprint_speed=18.0)
P2P Games (with tibet-mesh)
from tibet_mesh import MeshNode
from tibet_anticheat import AntiCheatEngine
# No central server — each node validates actions
node = MeshNode(device_id="game-host")
engine = AntiCheatEngine()
# Players connect via mesh, actions verified by all peers
# Cheater's action chain doesn't match → consensus rejects
Also Works As DRM
Every game copy can get a TIBET token at purchase. The provenance chain IS the proof of ownership. No always-online server needed.
IETF Drafts
License
MIT — Humotica AI Lab 2025-2026
Enterprise
For private hub hosting, SLA support, custom integrations, or compliance guidance:
| Enterprise | enterprise@humotica.com |
| Support | support@humotica.com |
| Security | security@humotica.com |
See ENTERPRISE.md for details.
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