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by lolinder 1509 days ago
A client-solves-server-verifies model introduces an interesting metagame that you'd have to be prepared to embrace. To run with your pathfinding example: odds are the stock client's pathfinder isn't ideal for every circumstance. You'd inevitably see alternate clients emerge with better or specialized pathfinding that would still check out with the server but would accomplish the player's goals better.

As far as I can tell there's no way to have the server prevent this while still saving any compute time, so you would have to design your game around the idea that this metagame exists. It could be really interesting for a certain type of player, but frustrating for many others.

2 comments

This showed up a few months ago, but I never got over the "activation cost" to actually try it out: https://blog.zkga.me/announcing-darkforest
That is a super cool concept, thanks for mentioning!
That's true. I don't think it would matter much, other than it being easier to make superhuman micro-capable bots in RTS or aim-bots in FPS games. For the former, a limit on actions per minute might work.

On the other hand, once such bots exist it might just mean the game needs to evolve.