False-Positive Evaluation & Mitigation
AccuracyAlgorithmic 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
- Explore the Bento Admin Dashboard to inspect real-time risk dials.
- Learn about Enforcement Actions.