This variant was first proposed in 2008 by Associate Professor Philip Hingston[1][2] of Edith Cowan University, and implemented through a tournament called the 2K BotPrize.
GameBots had some modifications made so as to adhere to the above conditions, such as removing data about vantage points or weapon damage that unfairly informed the bots of relevant strengths/weaknesses that a human would otherwise need to learn.
[citation needed] The first BotPrize Tournament was held on 17 December 2008, as part of the 2008 IEEE Symposium on Computational Intelligence and Games in Australia.
[4][5] Each competing team was given time to set up and adjust their bots to the modified game client, although no coding changes were allowed at that point.
[13] In light of this, the BotPrize competition organizers will increase the difficulty in upcoming years with new challenges, forcing competitors to improve their bots.