Where Heuristics Die.
And Combat Automation Gets Caught.
Standardized combat benchmark evaluating behavioral Cloud ML against traditional heuristic engines across real-time competitive combat streams.
Direct empirical comparison between Cloud Machine Learning and traditional threshold checkers across competitive combat replays.
Combat Performance Index vs. Ban Reliability
Detection Accuracy Index plotted against Ban Precision on HT1–LT5 verified replays.
Empirical metrics measured per-window on real-world competitive combat match streams.
Auto Crystal Engine
Deep Learning Combat ClassifierAnchor Macro Engine
Deep Learning Sync ClassifierAuto Totem Engine
Deep Learning Inventory ClassifierEmpirical capability benchmark and verified codebase analysis across modern 1.21+ anticheat engines.
| Modern Detection Vector |
Ecstacy
v2.4 • CLOUD ML
|
GrimAC
v2.3.6 • PHYSICS
|
Shard
v2.0.0 • AIM AI
|
TotemGuard
v1.2.0 • HEURISTIC
|
|---|---|---|---|---|
|
VECTORS
CPvP & Sub-Tick Combat Automation
|
||||
|
Auto Crystal (Burst & Cadence)
Deep Learning sequence analysis across combat packet streams
|
99.4% Precision
Deep Learning Model • 37,291 replays
|
Out of Scope
Movement & reach raytrace verification only
|
Unsupported
AiCheck.kt hooks attacks; 0 crystal hooks
|
Unsupported
Inventory check only; 0 crystal handlers
|
|
Respawn Anchor Desync Macro
Deep Learning placement synchronization and packet timing evaluation
|
99.0% Precision
Deep Learning Model • 0-tick desync burst
|
Out of Scope
Block interaction timing unmodeled
|
Unsupported
No block interaction serialization
|
Unsupported
No anchor timing models
|
|
AutoTotem vs. Legit Hotkey Swaps
Deep Learning inventory transition evaluation
|
99.2% Precision
Catches 30–50ms macro bursts; 0 legit hotkey bans
|
Anti-Vanilla
Strict vanilla rules; client mods cause desync FPs
|
Unsupported
0 inventory telemetry checks
|
Static Threshold
Fixed ms windows; flags fast muscle memory
|
|
ACCURACY
Empirical Benchmarks (MCTiers / PvPTiers Corpus)
|
||||
|
Legit Player FPR (False Bans)
Tested against high-CPS competitive gameplay sessions
|
< 0.05% FPR
0 false bans on verified match streams
|
0.00% FPR
Deterministic movement simulation
|
18.4% False Flags
Fixed window overfits on fast aim jitter
|
30.2% False Flags
AutoTotemB flags low stdDev muscle memory
|
|
KillAura & Smooth Aim Precision
Sub-millisecond angular velocity & delta snap checks
|
99.2% Precision
Deep Learning Model • Rotational curve analysis
|
Reach Only
Checks bounding raytrace; 0 aim checks
|
64.7% Precision
AiCheck.kt attack window; weak on smooth
|
Unsupported
0 combat/aim verification handlers
|
|
ENGINE
Server Runtime Architecture & Thread Safety
|
||||
|
Main-Thread Tick Overhead
Processing cost per 100 active combat players
|
0.00 ms (Async)
Non-blocking asynchronous packet processing
|
~0.15 ms / tick
Async simulation with transaction sync lock
|
~0.22 ms / tick
scheduler.runSync() resyncs verdict on main
|
0.02 ms / tick
Basic Bukkit event listener (synchronous)
|
|
Multi-Threaded / Folia Safety
Regional ticking thread safety & race condition immunity
|
Native Folia
Asynchronous regional packet pipelining
|
Native Folia
Full regional thread isolation
|
Experimental
Global ConcurrentHashMap; region race risk
|
Untested
Paper/Purpur only; unverified on Folia
|
Direct source-code verification and failure modes under High-Tier competitive metas (HT1–HT3).
Ecstacy AntiCheat
Deep Learning Cloud EngineShard (KaelusAI)
AI Aim Only (v2.0.0)AiCheck.kt)
ticksSinceAttack). Zero packet listeners for Crystals, Anchors, or Totems. Syncs cloud verdicts back to Bukkit main thread via scheduler.runSync.