Detecting Bots is the hard part of the equation.
Re: Detecting collusion
1. Length of time being an account holder & identity verification.
2. Number of transfers
3. Frequency of play with people where transfers have been sent or received
4. Frequency of play with anyone the player has ever played with
5. Number of deposits
6. Number of cash outs
7. Player and/or hand reported for suspected collusion by another player
8. Location
9. Location manipulation and accuracy- test of deceptive nature toward others.
10. IP mapping proximity score. To help determine if a tournament has a normal amount of entrants from any one location relative to the player base and average players from that location system wide.
11. Rake paid
12. Prohibited software use
13. Game profit and average ROI- Unusual changes and oddly high ROI/profit players should be investigated more thoroughly.
14. Cross linking connections in weak connection situations- If two players disconnect at the same time, and never come back or reconnect at the same/similar times, it can be evidence of someone(s) playing from the same location on proxies or anonymizing services.
15. Players continually winning and/or winning at an abnormal rate with weak hands versus the same players and/or stronger hands.
16. Chip dumping
a. This could possibly cheaters trying to cover up their tracks before cashing out, or some other nefarious reason.
b. How to spot: This can be very difficult to spot when it is done well. You really need to pick up a pattern here by observing the same two players doing it more than once. Observing something only once is hardly proof and as long as the players are not too blatant, all you are left with is the suspicion that something did not feel right.
17. Scrutinize new accounts and lower volume players- This covers people that would keep creating accounts to cheat, as they wouldn’t want their stats to build up too long. The longer they cheat under the same username, the more likely they are to get caught.
18. High volume players have likely already been screened many times, as they are high volume players- you could scrutinize them a little less if they’ve had no infractions in the past.
19. Two or more players sitting down vs a mark(s) then immediately leaving when the mark leaves.
20. Check if player plays differently against another player(s) across all data points possible. This can be done by comparing their average HUD stats with hands in which he played against specific players.
21. Anomalous (odd) plays
22. Card Sharing
a. People sharing hole cards.
b. How to spot: You could spot this by finding people folding good hands or draws to already made better hands. A player is more likely for fold or check if he knows his partner has a better hand or his outs are no good.
c. Best hand play- Best hand play involves two or more players communicating their hand values to each other and the other weaker hands that would have otherwise played then drop out and just let the best hand play.
23. Pot Building
a. The cheats raise and re-raise more often to build the pot, squeezing every chip/cent from the mark(s) that they possibly can by pushing them out of the hand.
b. This can be spotted if someone is continually raising or re-raising a weak hand or draw.
24. Squeeze Play percentages against certain player compared to their average.
25. Spotting-
a. Spotting is the process of placing a passive player (not necessarily a team member) into a game so that if need be, you can change seats if you need to get position over a certain opponent or you want to stop them from getting position over you.
b. The "player" buys in for the absolute minimum with the other players money and merely occupies a seat so that at just the right time, a strategic seat change can be effected thus increasing the real players theoretical earn rate in this game.
c. The course of the game is being interrupted by this minimum buy-in non- competing passive player. This practice would be far more effective in high stakes big bet poker especially in games where position is crucial like pot limit Omaha and no-limit hold'em for instance.
26. Middling
a. This involves more than one player as many cheating techniques often do. This is the process of catching one or more players in the middle with hands that are inferior to a known team member’s hand. Let’s say for instance that a team player has 8-4 in early position in limit hold’em, a hand they would normally pass. They limp in hoping to entice other players into the pot after them. They also know that the other team member has been dealt pocket aces in the cut-off. Two other middle position players also limp because they maybe anticipate a multi-way pot. The aces raise but now the 8-4 re-raises thus sweetening the pot for the premium pair. If the other two hands drop out then it has still earned money and even if they call, the aces have an awful lot of equity in this hand.
b. The aces end up being in the pot with three other players, one of which is a team member. If the 8-4 flops something wonderful then the aces can assist him instead. More often than not the aces will be the superior hand and this play does not have to work every time for it to be a winner. Aces against two other hands will win more often than one hand in three and this gives the hand a positive expectation.
c. How to spot it: Beware of the same players being in raised pots, they may be loose maniac types but then again they may not. When the same players repeatedly show pre-flop strength only for one player to meekly fold at some later point in the hand, beware because this may indeed be happening.
27. Channeling
a. Once again this is a technique that can be used in tournaments but the bigger the team, the more effective it is. Channeling is the process of getting as many team members through to the latter stages of a tournament so that many of the other cheating team play techniques can be utilized. For instance, let's take a very large tournament with 75 tables and over 700 players. This ten man team play the tournament extremely tightly unless they have premium hands.
b. What tends to happen is that the wilder and reckless players start to bite the dust and the field begins to compress. This means that as players are eliminated and tables are removed, the likelihood of team members being located to the same table increases. If several of the team members have caught some big hands along the way, then it is possible for half the team to still be around with only two tables left.
c. One of the disadvantages with this method of cheating is that it essentially makes it more difficult for any team member to accumulate a very large stack early on. This is because of the strategy that they are working to. However, the goal is survival and when this "scam" is executed well, it can be effective. On a very good day, half of the final table could be team members.
EDIT- Also, this and this:
Quote:
Originally Posted by AllJackedUp
We defeat datamining by having anonymous tables (ala bovada). The community can monitor for collusion or bots or superusers by having a permanent and unique ID number assigned to each player in the complete hand histories when they are available 48 hours later.
Another thought would be to simply have the sites assign seats for all cash games and SnGs rather than allowing us to game select and seat select. You want in a cash game? not a problem, just click-select the game/stakes and we'll put you in a seat (pretty much the same as what happens in live games). You want to play a SnG? not a problem, just click-select the game/stake and you'll be dropped into a game.
edit: the drawback, I think, is that few people are going to be motivated to comb through a database of anonymous player IDs. I mean, we comb through databases now to try and find exploitable edges versus other players, right? But that's not a potential gain if the database is anonymous player IDs.
Quote:
Originally Posted by AllJackedUp
and just to throw another one of my ideas into the mix: the games would be more enjoyable (and honest) if they were semi anonymous. By that I mean that I'd like to see a site where players are assigned a screen name when they log in (or, pick their own, whatever), but it only displays for 24 hours and then resets. That way, we know when a player leaves the game but then sits right back in; and we know if we're playing the same guy on multiple tables; etc. We can use reads, but they are only good for 24 hours and datamining is still defeated.
to sum up:
semi anonymous tables with 24hr screen names
full hand histories available 48 hours later with unique/permanent player IDs
randomly assigned seating in cash games and STTs
I just fixed online poker, you're welcome. :-)
Last edited by lookinforfish2; 06-14-2015 at 03:36 PM.