aiqbench analysis
This research applies machine learning to detect account inconsistency in Counter-Strike 2 by training models on low-level mechanical behaviors like crosshair control and firing rhythm. The study demonstrates that aggregating historical match data significantly improves the accuracy of verifying whether a current gameplay session belongs to the same operator as past sessions. These findings highlight how behavioral biometrics can effectively address issues such as rank boosting and temporary account substitution in competitive gaming environments.
Same-Player Verification for Account Consistency in Counter-Strike 2
arXiv:2608.24893v1 Announce Type: cross Abstract: In competitive first-person shooter (FPS) games such as Counter-Strike 2 (CS2), account-integrity review often asks whether an account's recent behavior remains consistent with its historical operator. This consistency question arises in cases such as temporary substitution, rank boosting, and high-skill players using lower-ranked accounts, where manual review requires comparing a current match against multiple historical matches. We formulate this review task as same-player verification: we encode the behavioral trajectory of a single player in a match replay (demo) as a demo-player behavioral fingerprint, and train a model to judge whether two behavioral observations come from the same real player. Grounded in CS2 game understanding, the fingerprints cover crosshair control, movement-stop-fire coordination, economy/buy, combat/engagement, and temporal rhythm. From 1,330 CS2 demos we extract 13,300 demo-player observations, and sample 663,590 same/different pairs from an 88.4M candidate-pair space for supervised training and evaluation. The final pairwise model reaches an average ROC AUC of 0.931 and achieves 0.722 different-player recall at 95% precision. Feature analysis shows that the strongest identity signals come from low-level operations, especially crosshair control, firing rhythm, and movement-stop-fire coordination, indicating that stable low-level mechanical habits are more informative for this verification task than single-match performance outcomes. In the account-history aggregation evaluation, increasing history depth raises AUC from the K=1 single-pair baseline of 0.931 to 0.986 at K=10. These results show that CS2 demo behavior can support supervised same-player verification and account-level identity-consistency modeling through multi-demo history aggregation.
Abstract:In competitive first-person shooter (FPS) games such as Counter-Strike 2 (CS2), account-integrity review often asks whether an account's recent behavior remains consistent with its historical operator. This consistency question arises in cases such as temporary substitution, rank boosting, and high-skill players using lower-ranked accounts, where manual review requires comparing a current match against multiple historical matches. We formulate this review task as same-player verification: we encode the behavioral trajectory of a single player in a match replay (demo) as a demo-player behavioral fingerprint, and train a model to judge whether two behavioral observations come from the same real player. Grounded in CS2 game understanding, the fingerprints cover crosshair control, movement-stop-fire coordination, economy/buy, combat/engagement, and temporal rhythm. From 1,330 CS2 demos we extract 13,300 demo-player observations, and sample 663,590 same/different pairs from an 88.4M candidate-pair space for supervised training and evaluation. The final pairwise model reaches an average ROC AUC of 0.931 and achieves 0.722 different-player recall at 95% precision. Feature analysis shows that the strongest identity signals come from low-level operations, especially crosshair control, firing rhythm, and movement-stop-fire coordination, indicating that stable low-level mechanical habits are more informative for this verification task than single-match performance outcomes. In the account-history aggregation evaluation, increasing history depth raises AUC from the K=1 single-pair baseline of 0.931 to 0.986 at K=10. These results show that CS2 demo behavior can support supervised same-player verification and account-level identity-consistency modeling through multi-demo history aggregation.
10 pages, 2 figures, 8 tables. Submitted to IEEE for possible publication
Artificial Intelligence (cs.AI); Machine Learning (cs.LG)
arXiv:2608.24893 [cs.AI]
(or arXiv:2608.24893v1 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2608.24893 Focus to learn more arXiv-issued DOI via DataCite
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Full text under the publisher's open licence · 344 words
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