Anti-cheats in real-time games are substantially more difficult and costly to implement.
Also, the type of game and how it works plays into this significantly.
In some situations, if the players’ profiles (or relevant data) is stored on your server, then you could share the necessary information with both players at the start of each match.
As the match plays on, both players’ devices would locally track the actions of the other player. Then, at the end of the match, you’d compare the actions taken on both devices locally and if they don’t match up, then cheating may have occurred.
You could then create a trust based algorithm on a server that will ban people after a certain point or you could manually review these, but if your game becomes popular, then this would be an insurmountable task. Similarly, if your game doesn’t become popular, then this entire discussion about anti-cheat measures wouldn’t matter.
Regrettably, there isn’t a magic pill that can solve cheating in online games. This players AAA studios just as much as it does indies. The less code you have running on the client’s end, the safer it will be. The more you can verify, either in real-time or at the end of the matches, the better.
One low effort, low cost measure is to create a “report mechanic” in your game where users can report suspected cheaters. Then as a player receives enough votes, you’ll take a look (or outright suspend or ban them), but this kind of system is prone to abuse.