As a matter of fact there is some true in the story, but things went in reverse.
First bots that I've seen were some bots that were created for q2 in 1998 or 1999, I don't recall who did the coding but it was not id Software.
In single player after you was clearing up a map you could load the bots.
The bots were not using compiled aas files but were creating procedure files based on your movements as you played. At first they were just standing there on the map and after a while as you run around the map picking up items they were doing the same, following your moves. If you was jumping off some specific edge or if you picked up an item in some fancy manner they were doing exactly the same. If you entered into spectate mode it was almost like you was following yourself from above.
The problem was that the code was limiting the size of the file to meet the system requirements at the time and so the bots had only a limited pattern at their disposal. They were also not learning advanced tricks like to change their weapon nor did they strafejump.
The code would have have exceptional potential if improved over picking up items and changing weapon in specific situations, if combined with the usage of a huge database of player patterns and moves. I was thinking what if there would be a huge database containing all the moves from professional players like a collection of 100,000 demos from which the bots to use as a base for their fighting strategies. The code would be extremely heavy scripted, yes, but I think that the results would surpass by far the actual ending fighting capability of bots.
Edited by ScarletJohansonsFather at 12:48 CDT, 7 July 2013