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…
this is not fundamentally different than what we already do in these games though, which is to choose tactics that work to your advantage given how the game deals with lag.
client side hit detection? be the aggressor and do the moving into view and get milliseconds advantage to start shooting.