
VigilanSee
Server-side behavioural anti-cheat and community moderation, CS2 first, designed to be game-agnostic. Nothing is installed on the player's machine.
- Role
- Modelling maths and project engineering
- Team
- Team of 4
- When
- In progress
- Rust
- PostgreSQL
- Docker
- REST API
Problem
Detect cheating without a kernel-level, client-side anti-cheat. Everything runs on the server side, and nothing is installed on the player’s machine.
What I built
VigilanSee is our Epitech end-of-studies project (EIP), built by a team of four and planned to continue as a business. My parts:
- the modelling maths, based on shrinkage-based optimisation;
- project engineering: CI, Docker build checks, Dependabot, architecture decision records (ADRs) and weekly devlogs.
How it works
The idea is to build a behavioural fingerprint for each player that survives team changes, and to detect cheating from behaviour rather than from the cheat binary. A player who aim-locks all game and then empties a magazine into a wall stands out; so does one who pre-aims through walls and skips the corner checks everyone else makes.
The same signals catch griefing, such as deliberately flashing or molotoving teammates, and coordinated trolling.
Dynamic risk-factor attribution
Not every player gets the same scrutiny. A suspicion, from player reports or automatic detection, goes to the AI, which picks its tools through a light overview analysis and assigns a risk factor. That factor sets how hard the analysis looks: nothing, light, medium or heavy. The results feed back to the AI so its choices improve over time.
Results
In progress. The weekly devlogs track where the project stands.
Design


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