This piece was really interesting. That you can hide network delays by building a “fake” model of the other player that replicates what a real player would do and rolling back when this prediction fails. So you can train some neural nets on what players do in such situations and you get a certain accuracy. And yet you can keep making this “fake” player better and better until it’s indistinguishable from fighting a hu…
Where did you get the thing about neural networks? I read your comment before reading the article and was really disappointed the prediction "algorithm" (pioneered by GGPO in 2006 [0] and still used today) is literally "assume nothing changed", ie. the opponent is still holding down the same keys as the last frame. [0]: magazine article by the author of GGPO [pdf] https://drive.google.com/file/d/1cV0fY8e_SC1hIFF5E1rT…
It is incredibly jarring to assume a remote player takes an action, display them taking that action, then roll back when you realize they didn't. From your local perspective, it looks like they blocked for a few frames, which makes you assume they're going to block, then they flash back to being defenseless, and your attack weirdly goes through even though you anticipated that it did not.
Even if you can get your fancy neural net to figure out that the enemy is likely to block you - which is a feat worth writing some papers about - you're still going to be wrong about the frame on which they do it. Was their reaction time 160ms? 176ms? 182ms?
If you're right about the action they take and wrong about the frame, that's going to cause each action in the game to have weird timing. You anticipate a block, then it doesn't come so you roll it back, then wait, it actually has come it was just late! The remote player flays around like they don't know what the hell they're doing, and it's not clear to you when you land your hit whether the timer started from when they first telegraphed their block or when the glitch occurred. Your punch appears to land at random.
And blocking is an insignificant action - what if you're playing something like DayZ and the neural net decides that some random other neutral player is likely to try to attack you, say because they happened to mouse over you qucikly.
It looks like they just shot you for a few frames, but weirdly your health goes down and springs back up again, but you're not going to figure out it is the netcode playing tricks on you. Instead you unload your magazine at the other player that's clearly trying to kill you.
And since you are actually shooting now, of course they're going to return fire. Your prediction algorithm just caused two peaceful players to fight to the death.
Just because the algorithm is simple doesn't mean it's possible to do better.