Re:Server-rendered multiplayer games with Lua (no client code)
by throwaway894345 on Sunday January 04, 2026 @08:35PM
(#46494387)
I’m also curious if an AI could process the screen feed quickly enough to compete in first-person shooter games. Seems like it would be difficult without extremely high end hardware for the foreseeable future?
Re:Server-rendered multiplayer games with Lua (no client code)
by Scion9066 on Sunday January 04, 2026 @10:49PM
(#46495174)
There's already models specifically for things like identifying players in Counter-Strike 2, including which team they're on.
Someone has even rigged up a system like that to a TENS system to stimulate the nerves in their arm and hand to move the mouse in the correct direction and fire when the crosshair is over the enemy.
We are definitely already there.
Re:Server-rendered multiplayer games with Lua (no client code)
by fragmede on Monday January 05, 2026 @10:31AM
(#46499935)
They documented it on YouTube for us to see:
holy shit that's amazing.
Re:Server-rendered multiplayer games with Lua (no client code)
by ModernMech on Sunday January 04, 2026 @10:29PM
(#46495051)
I had students build this kind of thing in 2020 by screenshotting the game and processing it with a standard OpenCV pipeline. No GenAI needed.
Re:Server-rendered multiplayer games with Lua (no client code)
by throwaway894345 on Monday January 05, 2026 @10:11AM
(#46499657)
Thank you for educating me. How does OpenCV work from the perspective of recognizing things in an image? Is there some kind of underlying model there that learns what a target looks like or not?
Re:Server-rendered multiplayer games with Lua (no client code)
by ModernMech on Monday January 05, 2026 @10:32AM
(#46499948)
The way they did it, they were writing an aimbot. So the pipeline was:
- take a screenshot
- run massive skeletal detection on it to get the skeletons of any humanoids
- of those skeletons, pick a target closest to the player
- for that target, get coordinates of head node
- run a PID to control the cursor to where the head node is located
- move the camera one frame, repeat the whole process. If you can fit that pipeline to 16ms it can run in real time.
Re:Server-rendered multiplayer games with Lua (no client code)
by throwaway894345 on Tuesday January 06, 2026 @04:06PM
(#46518746)
Wow, that's fascinating. Were they able to fit the whole thing inside the 16ms frame?
Re:Server-rendered multiplayer games with Lua (no client code)
by ModernMech on Tuesday January 06, 2026 @06:38PM
(#46520481)
oh yeah, with little problem, especially with a GPU it's not hard at all.
Re:Server-rendered multiplayer games with Lua (no client code)
by Thaxll on Sunday January 04, 2026 @09:23PM
(#46494666)
It already exists.
Re:Server-rendered multiplayer games with Lua (no client code)
by ASalazarMX on Monday January 05, 2026 @02:38PM
(#46503656)
If there's enough players, the server could segregate them in tiers. All superhuman players would eventually end up competing between themselves.
If someone makes an AI that plays the game as a good player, then it’s effectively indistinguishable from a real player who is good. If they make it super-humanly good, then it would probably be detectable anyway.
It’s still fair in the sense that all players have the same (intended) information per the game rules.