False-Positive Evaluation & Mitigation

Accuracy

Algorithmic confidence formulas, ping compensation, and server tick variance handling.

# The False-Positive Dilemma in Roblox

Roblox's networked physics architecture is subject to frequent network jitters:

  • A player on a cellular connection experiences a 500ms ping spike, causing their physics packets to arrive in a compressed batch (making it appear as if they moved 40 studs in a fraction of a second).
  • A player character gets flung by a glitchy physics constraint or moving elevator.
  • The Roblox server experiences a transient frame drop from 60 FPS to 25 FPS ($\Delta t$ expands from $0.016\text{s}$ to $0.040\text{s}$).

If an anti-cheat does not compensate for these real-world conditions, innocent players will be kicked or banned.


# 4 Layers of False-Positive Defense

           Raw Movement / Action Event
                        │
                        ▼
┌────────────────────────────────────────────────────────┐
│ Layer 1: Two-Tick Consecutive Requirement              │
│ (Isolated 1-frame spikes are ignored)                  │
└───────────────────────┬────────────────────────────────┘
                        │
                        ▼
┌────────────────────────────────────────────────────────┐
│ Layer 2: Dynamic Ping Buffer Scaling                   │
│ (+12 studs/s per second of RTT latency)               │
└───────────────────────┬────────────────────────────────┘
                        │
                        ▼
┌────────────────────────────────────────────────────────┐
│ Layer 3: Vehicle & Seat Exemption Auto-Tag             │
│ (Physics ownership shifts automatically whitelist)     │
└───────────────────────┬────────────────────────────────┘
                        │
                        ▼
┌────────────────────────────────────────────────────────┐
│ Layer 4: AI Heuristics Latency Dampener                │
│ (Reduces confidence by 20% if ping > 350ms)            │
└───────────────────────┬────────────────────────────────┘
                        │
                        ▼
       Calculated Confidence Score (0 - 100%)
      Action only executed if Confidence >= 85%

# Latency Dampening Implementation

In ServerScriptService/RAC/Services/AIAgent.luau:

-- Assess False-Positive Likelihood based on latency & ping
local falsePositiveLikelihood: "Very Low" | "Low" | "Medium" | "High" = "Low"

if playerState.ping > 0.350 then
    -- High latency player: buffer violations to prevent false bans
    falsePositiveLikelihood = "Medium"
    highestConfidence = math.max(40, highestConfidence - 20)
    table.insert(analysisNotes, string.format(
        "Notice: High client latency (%.0f ms) detected. Transient packet buffering may contribute to movement variance.", 
        playerState.ping * 1000
    ))
elseif #matchedFingerprints > 0 and totalFlags >= 3 then
    -- Consistent multi-vector cheat pattern under low ping: certainty is near 100%
    falsePositiveLikelihood = "Very Low"
end

# Confidence Level Interpretations

Confidence False-Positive Risk Recommended Action Automated Enforcement?
$90% - 100%$ Very Low ($<0.01%$) Immediate Ban / Kick Enabled if AutoBan = true
$75% - 89%$ Low ($<1.0%$) Position Rollback / Kick Rollback applied; Kick queued
$50% - 74%$ Medium In-Game Warning / Observation Warning dialogue sent to player
$< 50%$ High (Likely Network Jitter) None (Monitor) Logged to telemetry ring-buffer only

# Next Steps