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what do you expect these "bots" to do?
Theres many reasons why they aren't implemented. One of them being: if the bots are truly good enough to match pro player skill, whats the point in matchmaking? Where can Valve make profits in advertising skins when a player dies? How does that help the Steam Market?
The entire CSGO macroeconomy, and Valve's revenue raising completely fails if computer bots are an adequate replacement to playing offline vs real human players. Its not cost effective then to work on thier behaviour, from a business sense. Surely working on AI behaviour can work with decent systems like Goal Oriented Action Planning, but from a pure business standpoint, its pointless.
Real player behaviour is the money spinner for CSGO, not catering to bot implementation and attempts to improve said "AI"
The days of Unreal and Quake 3, where AI was actively worked on, in tandem with multiplayer are long gone. Companies are investing ALL resources into the MP side. Any bot behaviour work is not cost effective and a decent ROI.
Thats it.
Modern AI methods don't need to know the location of a player at all times. As I said, there are many modern bot behaviour methods that make this redundant.
And yes, I said the concept is silly, because its not profitable. Quake 3 and as I said Unreal had decent AI systems, but commercially these days? Its pointless in a Live Service. All that matters for companies these days is how to "engage" consumers with battle passes, cosmetics, etc.
Think carefully and logically, because saying AI isn't needed is a logically very very stupid assumption to make. Think of it from a game programmer's shoes:
How does a computer controlled player in a FPS game be controlled? Surely there needs to be some method to determine some way to move in a map? How does a CPU player move across a map? What actions does it take when it encounters a player at any given point? What actions would it need to undertake when evading a player's fire?
By your logic - if there is no AI: that means there is no pathfinding logic for the CPU player, it wouldn't have the first idea when it comes into contact with a player. It would mean simply that it would act like a spinbot and snap onto the first player it sees within the line of sight. Thats assuming of course it even moves: because it would need pathfinding logic to even move a distance, or if it would need a spline based track to follow. Most games use A* pathfinding to find a point to a location, and even that falls under some semblance of bot behaviour.
"Thinking" behaviour for game enemies have existed for an exceptionally long time. Even Wolf3D had thinker code for ingame enemies to execute to determine what happens when a player is encountered.
And that is where it becomes an artform in itself. Take for instance FEAR: The AI was designed in tandem with the map and sound designers to give the illusion of smart AI, while not being cheap.
AI coding is still quite an art to get right. Its nice indeed when developers at least try, like in Polyphony's case.