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How fighting games use delay-based and rollback netcode (2019)

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Re: How fighting games use delay-based and rollback netcode (2019)

#3
post #2

I didn’t understand what the author meant by “fighting game” until the end of the first page. Maybe a definition of that term would have helped those of us who aren’t so familiar with different types of gameplay.

The author of any piece should be permitted a certain set of assumptions about their audience.

I think as long as a term has a relatively unambiguous Google result (which is true in this case), it’s fair game to be used in public texts.

Re: How fighting games use delay-based and rollback netcode (2019)

#5
Prediction code for rollback is somewhat akin to branch prediction code in that the dumbest solution works surprisingly well but there's incremental efficiency gains to be had.

I wonder if any fighting games have thought to train a neural network per player to try and predict the player's actions N frames ahead. The neural nets could be used for smoother netcode but if the accuracy got high enough, they could, eg: allow for play after one player disconnects, or used to estimate ELO by having the neural nets play each other before the match or be AIs you could play against in offline mode.

Re: How fighting games use delay-based and rollback netcode (2019)

#7

Prediction code for rollback is somewhat akin to branch prediction code in that the dumbest solution works surprisingly well but there's incremental efficiency gains to be had. I wonder if any fighting games have thought to train a neural network per player to try and predict the player's actions N frames ahead. The neural nets could be used for smoother netcode but if the accuracy got high enough, they could, eg: al…

That's an amazing idea. I wonder how long a player would have to play before you could train a neural net to play like them.

In a single-player game you could also create an enemy NPC that uses that same neural net, for sort of a "Dark Link" effect where you have to play against yourself. Would be awesome for chess also.

Lots of possibilities.

Re: How fighting games use delay-based and rollback netcode (2019)

#9
post #3
post #2

I didn’t understand what the author meant by “fighting game” until the end of the first page. Maybe a definition of that term would have helped those of us who aren’t so familiar with different types of gameplay.

The author of any piece should be permitted a certain set of assumptions about their audience. I think as long as a term has a relatively unambiguous Google result (which is true in this case), it’s fair game to be used in public texts.

The arguments the author made make no sense without some sort of a baseline though. 'The majority always play online' for instance points to a fairly tight definition, and may even be tautological (No True fighting game is designed for offline play).
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