Vivi22 said:
Irick said:
we take this mentality beyond simply excluding players who make the game unfun or unfair to excluding players who potentially make the game unfair. Anyone who dares explore a games system now is just as likely to get pegged by VAC as someone who actively cheats to ruin a game. The process makes no differentiation between someone who was curious as to what happened when the rules changed and someone who didn't want to play by the rules. There is no warning system, there isn't a possibility for the forgiveness of honest mistakes. Instead, all of that potential to learn from a game that you love is tossed aside to facilitate the consumer product.
Yeah, I think that requires some citation on your part because nothing I've ever read about the way VAC works would corroborate anything you've said about it in this post.
Very well:
In Alen Turing's landmark paper in computer science[footnote]http://www.cs.virginia.edu/~robins/Turing_Paper_1936.pdf[/footnote] he lays out the fundimental logical design still used today to describe the interaction of programatic logic. Within this paper he lays out the fundamental design of these machines as a ticker tape divided into arbitrary cells marked with a binary filled or unfilled value (1/0). A program is specifically formatted into a 'card' that describes the actions to take when various states (1/0) are encountered. This is why you may hear the term "state machine" so frequently referenced in Computer Science issues.
For this machine, the cards are programs and the strip of tape is data. For a modern machine data has a wide variety of sources but the machine treats it all like a multi-bit turing machine (modernly, this would be best represented with 64 tapes). Because all data are thus considered as a set, we can turn the Set theory to explain the principle problem and challenges of creating an intent-prediction artificial intelligence. For this, we turn to the study around Incomplete Information Systems, specifically if we can determine binary (true false/black white) sets. The answer is of course, no. That's why we call these incomplete systems[footnote]http://en.wikipedia.org/wiki/Complete_information[/footnote].
So, what can we expect to get from an incomplete information system? Well, the best you can hope for is a Rough Set[footnote]http://l1.lamsade.dauphine.fr/~tsoukias/papers/jaljap13.pdf[/footnote]. Now, you might ask, what is a Rough Set? This is a good question. A Rough Set is an approximation of an unknown complete set's upper and lower bounds[footnote]http://cdn.intechweb.org/pdfs/5939.pdf[/footnote]. In this case the set would be a Fuzzy set[footnote]http://en.wikipedia.org/wiki/Fuzzy_set[/footnote]. Now, here we see my principal objection. A Fuzzy set can never, ever, ever, ever, ever (ad infinitum) produce the crisp set it is approximating using math. We can arive at a crip decision[footnote]http://www.sciencedirect.com/science/article/pii/S0888613X09001078[/footnote] but only for moves for wich better than no information has been provided. Which is not, nor can ever be the case with the inputs of a mouse and keyboard (or a programmatically generated approximation) when determining the intent of an action. (This is even difficult to do perfectly when the program and the user have a fundamentally agreed upon system of information symbols, such as in the case when you swear back and forth you blocked that sword strike.)
In short, there is no existent method that could ever be programmatically devised to deduce the intent that gave rise to the fuzzy threshold required for VAC to activate and flag a user. Which is my fundamental problem with the system and systems like it. This is impounded further by Valve's Zero tolerance policy because a Zero Tolerance policy inherently disallows fuzzy states and it needlessly increases the stake of the move.
The stakes which it presents are steep enough for me to claim that they will negatively impact the motivation of curious users to explore (which I have demonstrated with valid logic based on the default states of VAC and the concepts in game design that 'Cheating'(e.g. changing the challenge values to compensate for skill) allows one to explore). The only assumption that I have made is that every actor will act in their own rational self-interest and that getting VAC banned has a real(as in existant) opportunity cost.