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Re:More on Dota 2 by alkonaut on Thursday August 17, 2017 @07:22AM (#15035675)
With the correct rates and latencies it should be possible to be fair though?

I.e., if an event occurs in the game, it's placed in a queue and the AI "sees" events pop out the other end of that queue, at a minimum latency and at a maximum rate (i.e. if too many things happen at once the AI is overloaded).

After that the AI makes decisions and puts the command in a command queue. The command queue works the same way: commands pop out the other side (to the game) after a minimum latency and at a maximum rate, to simulate the minimum roundtrip from input to action, and the maximum action rate.

Re:More on Dota 2 by Bartweiss on Thursday August 17, 2017 @12:14PM (#15038072)
Latency ought to be easily enforced, yeah. The other vagaries of human play, like pixel-precision on mouseclicks and mathematical precision calculating damage and health, are harder to model. But I don't think they'll be impossible, and I think they soon won't be a disaster for the AI.