
Originally Posted by
Deimos
My major issue with this is the way SE seems to be implementing their detection methods. The problem of detecting RMTs needs to be looked at in the same way as detecting spam is. For those not too familiar with detection algorithms, there are two ways of classifying incorrect detections. A "false positive" is when your algorithm classifies an item as the type that it was meant to detect, when it should not have been detected. A "false negative" is when your algorithm should have detected it, but did not. So in terms of an RMT-detector, a false positive occurs when you classify a legitimate player as an RMT. A false negative occurs when you classify an RMT as a legitimate player.
It should be immediately obvious that a false positive is an extremely serious problem, whereas a false negative is relatively minor in the big picture. As I said, this is how spam detection algorithms are designed. If the odd piece of spam slips through into someone's inbox, it's not a big deal, they just delete it. As long as you blocked the other 150 blatant ones that they would have received that day, they'll hardly care. However, if that person was expecting an important piece of email and your algorithm trashes it as spam, that's a critical flaw.