But the question I want to ask is: Is that a problem?
If all the bots and cheaters are playing indistinguishable from high-level real humans, where's the harm?
Or, to quote Westworld: If you can't tell the difference, does it matter?
There is a difference in skill level distribution. If everyone playing at a highly skilled player level, then it's simply not fun and doesn't provide an opportunity to get better.
Anyways, playing with cheaters isn't fun and if you want to play without them then you need anti-cheat and/or game to not be free.
In fact, I'd like to see the same bots developed by cheaters be used for NPCs as well.
1. It's easily possible to limit cheaters to the same skill level as the top human players. Send no information to the client that they don't need, prevent super-human reaction times.
2. If all cheaters can do is play at the level of the top human players, matchmaking will automatically balance the game for you without requiring any further anticheat.
3. If cheaters have bots that play at the same level as the top human players, you could use the same bots as NPCs and have much better NPC teammates and enemies in singleplayer.
Imagine you're one win away from going flawless (7 consecutive wins) and some asshole jumps in the air and headshots your entire team in as fast as the gun allows it.
That's not fun. That means you have to start over. You get lucky if you only get cheater(s) in your first game, so there isn't any progress lost.
This resulted in a very shallow matchmaking pool with large skill gaps because casuals and mid-tiers didn't want to deal with this bullshit.
And if the cheaters can't play any better than the top human players, there's no harm done. At that point it doesn't matter if it's a cheater that's breaking your streak or a top human player that's doing the same.
You don't have to reach pro levels, it often only takes small assists to turn a balanced game on its head, ruining someone's experience with a game. Repeat often enough and the userbase will leave, feeling cheated or at least demoralised for being unable to compete or improve.
And allowing machine-assists, thus leveling the playing field, turns the game into a completely different one that is (imho) drastically less fun whoever may not be interested in (or may be unable to) running/coding their bot.
A player playing cs go at 1280×720 at 30 ps on a ball mouse will always loose to one on playing at 2560×1440 240fps with a high-quality mouse.
Now there's one more dimension of unfairness. But who cares? You're still going to be winning ~51% of the time, that's why matchmaking systems exist.
No. That's not how it's going to work. You'll lose 100% games against cheaters Elo and then win 80% (or similar) against lower-level players you get matched against because your Elo goes down due to cheaters. Overall yeah, you might end up with a 50% win rate but that doesn't really matter.
Of course that would be more pronounced in RTS or other 1v1 or team games with small number of players (then again nobody would play them anymore because it would just be waste of time, when you're matched against a cheater because you'll be forced to waste X min before you figure that out).
If your anticheat prevents any superhuman reactions, you'll have cheaters that will be indistinguishable from the top human players.
How often do the top human players ruin your gameplay experience as an average player today?
Why would it be any different with cheaters indistinguishable from the top humans?
Matchmaking will just give cheaters a relatively high ELO so that the highest ranked matches will be cheaters playing against each other with a few of the top human players thrown into it, competing at the same level.
While for the average player, nothing will change.