# Feasibility of a team-based FPS AI?

We have seen advances in top down, RTS team games like Dota 2 and Starcraft II from companies like OpenAI who developed agents to beat real pro players most of the time. How would similar learning techniques compare to games like Overwatch that require faster reaction times and complex understanding of 3d space and effect? Or have we not developed solutions that could be tasked with this problem?

• Apologies if this is a bad question or one that isn't for this forum, I just signed up. – Max Does Stuff Jun 12 at 8:43
• Hi and welcome to this community! I think that this is a very interesting question, so don't worry! Maybe I will answer it later. – nbro Jun 13 at 14:51

To get a better understanding, let's compare a couple of games DOTA2 and Overwatch. At first, both seen similar in terms of multiplayer and strategy, but there is a significant difference.
Even though both the games require strategy and understanding of the surroundings and team play, FPS games are heavily dependent on reaction time and accuracy. As much as you try, it's next to impossible to reach the reaction times and accuracy of computer agent.
In games such as DOTA2, the game is more dependent towards strategy and how the characters interact with each other (Strengths and Weakness).