Video Analysis Ideas #13
Replies: 9 comments 11 replies
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I've seen this sort of camera tracking in blender from this video of realistic minecraft: https://www.youtube.com/watch?v=Z6PglunJFFg. This may help. |
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Also, if we are ultimately going to extrapolate mouse position data, then won't specific mouse dpi come into play? |
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Hey. Im a Photo/Videographer with a background in Programming and i can tell you right now that general video analysis will run into bitrate and artifact issues, especially on Stream footage which is always relatively low bitrate. Beyond that, this video analysis will have to take into account and deal with any non-game elements like popups, webcams, various overlays and even Emoji spam. |
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Regarding the ML part We need to define what are the easiest cases in which we can detect cheating and hard cases, this will give us some idea of the layers of execution of the ML system This means some models get executed first to detect easy cheating cases (ex. extra information displayed in the screen tags/position/boxes/wall hacks) We also need to identify how to preprocess the data to train, the first thing is to look at several videos and identity possible windows (clips) in which there is a clear evidence of cheating then we can proceed to check how can we create pipelines for labeling and data storage |
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Seeing how this step processes video footage for the AI classification part. It's really important that the processed data is precise and accurate. Obviously the plan is that a user will just submit footage for analysis. But it might be ideal to start with footage that had the mouse movement data recorded by the user. That way, we have example mouse data to test against, and proper data to train the AI with. The problems with this are:
But as a first step, it's worth at least considering. This can be done either by just using another program to record mouse data, but refresh rate differences and syncing up the times comes in. However, you can also try parsing replay data from games that support replays. Once again, as a starting point it may help. Simplify the first build and all. |
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Not sure if this is helpful at all, but I had an idea on one way to help tell if someone is hacking. From what I can tell most of the software that is out there right now focuses in on a specific identifiable point on the character that you are attacking, lets say the middle of the chest, any human might be able to hit the chest of someone but a computer would be able to hit the same spot of the chest every time. So if you basically map the model with coordinates then see how close the pattern of shots is to the first shot at that target, and if there are multiple kills, you can check against the other models the player shoots at as well. |
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just had a quick thought. games with replay systems will help a huge amount in this way. take for example CSGO or R6s. the ability to take as many replays from as many people that play the game and be able to comb through every persons POV is an incredibly useful one, and just figured i would point this out as it could be a good start as to where we could get mass quantity of hacker/assisted vs human gameplay footage |
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I find a different way called image stabilization. One could use that to reverse the calculations on how much stabilization is being used. Here’s a link with some code. |
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Is there any way to get the info on how much a player's mouse actually physically moved during a game? Probably not, right? But yeah if you could, you could figure out the exact amount/direction of on-screen movement that X amount of physical mouse movement should cause for a legit player. Then if there is some sort of aim assist / aim lock that's helping to pull the aim in some direction, it wouldn't fit with the normal numbers, and would prove there's something else contributing. Ah I wish COD would somehow make that data available, like at least for 24 hours after the game ends or something |
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Current Status
So far, all I've worked on is using a technique called Optical Flow in the OpenCV libraries to calculate the motion of objects and pixels across a screen in gameplay footage. (what was in the basicallyhomeless vid). That's the code that's currently on the github.
The idea is that there may be a way to use that motion data and figure out how the player camera (aim) is changing throughout a video.
What we need
Research and test development of how to use optical flow to get some sort of aim vector/data.
Research on how 3D tracking works in video editing software. Are there existing methods for figuring out how a camera is moving through a scene by analyzing the video?
Please post any ideas or thoughts in this discussion!
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