That’s still a big amount of data even if you subsample it. If you are doing subsampling it by client side you will have the problem of the bot user playing around it (it’s definitely not out of bot’s creator capability. I wouldn’t be surprised if the bot’s creator is more skilled than the game dev in this matter, because game dev is more specialized in game design, and bot’s creator is specialized in avoiding detection).
I do agree there should be a way to categorize a bot to reduce workload, but you can’t really do any processing client side.
I’m quoting some game dev I knew (ya I know every game dev is different) on these bot/hack countering matter, “You wouldn’t expect me to be a game dev if I actually knew how to counter the bot/hack efficiently. I will be working at a security company tackling the real world problem with much higher pay.”
Your proposed method does work with proper implementation. Can IMC implement it properly? I don’t think so, considering how buggy the current client is developed by the same IMC. That’s why I think another easier but subpar solution (that won’t actually fk with the game if IMC failed at implementing it) should be used by IMC.
Edit: I will be assuming that you are at least graduate level if you are regularly reading this type of papers. You do know that hiring a graduate level is usually expensive and IMC probably couldn’t afford it. Though, you shouldn’t assume those who are under your education level to easily do what you could do. I learnt that the hard way.