How fighting games use delay-based and rollback netcode (2019)
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 human and we arrive a nice little paradox.
These kinds of games and algorithms are really good proving grounds for AI. And I begin to get why the author is so passionate about this stuff and it’s possibilities.