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'''Artificial intelligence''' (abbreviated as "AI") in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]] refers to the intelligence of any computer-controlled (CPU) character in the single-player and [[Versus Mode]]s. In Versus Mode, players can preset the AI of a computer player. In [[Adventure Mode]], [[All-Star Mode]], and [[Classic Mode]], players can still set it to some degree.
{{redirect|CPU|the California smasher|Smasher:CPU}}{{for|the Florida smasher|Smasher:CPU (Florida)}}{{for|the Japanese smasher|Smasher:CPU1 (Japan)}}
[[File:CPUSmashU.png|thumb|A computer player in {{forwiiu}}, along with its selectable levels.]]


'''Artificial intelligence''', abbreviated as '''AI''', in the ''{{b|Super Smash Bros.|series}}'' series refers to the intelligence of any computer-controlled ('''CP''' in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', '''CPU''' from ''[[Super Smash Bros. Brawl]]'' onward) character (called '''computer players''' in-game) in the [[Single Player modes|single-player]] and [[Versus Mode]]s. In Versus Mode, players can preset the AI of a computer player with a level setting. In [[Adventure Mode]], [[All-Star Mode]], and [[Classic Mode]], players can still set it to some degree with the modes' difficulty setting.
Artificial intelligence levels range from 1-9, with 1 being the weakest and 9 the strongest.


==Difficulty levels==
==Criticism==
Artificial intelligence levels range from 1 to 9, with 1 being the weakest and 9 being the strongest. The default CPU level in Versus matches is 1 for ''Melee'' and 3 in all other games, although rule settings in ''[[Super Smash Bros. Ultimate]]'' allow players to select which level CPUs default to. In general, the level of an AI opponent determines how likely they are to follow through with a decision, as well as how fast they react, which results in the illusion of more skill - both a level 1 and a level 9 AI will decide to do something such as input an attack, but the level 1 will almost never do so, waiting for a long time before eventually doing it, while the level 9 almost always will instantly. Likewise, lower level CPUs are unlikely to [[shield]] or [[dodge]] an attack, using [[roll]]s simply to reposition themselves in some instances, and almost never using their [[shield]] at all, or at random times in ''Brawl''. On the other hand, higher-level ones almost always defend from attacks, generally having good reflexes or dodging any attack when not in lag - in all games, level 9 CPUs are able to perfectly land attacks against opponents when at the appropriate range from them, and in ''Brawl'', ''[[Super Smash Bros. 4]]'', and ''Ultimate'', they can defend against almost any attack with one-frame reactions, resulting in disproportionate [[perfect shield]]ing and [[dodging]] capabilities. [https://www.ssbwiki.com/Button_mashing Button Mashing] also changes between CPUs like waking up from a [https://www.ssbwiki.com/Sleep Sleep] or recovering after a [https://www.ssbwiki.com/Shield#Shield_breaking] Shield Break. Low level CPUS mashing at a very slow speed with higher CPUS mashing at a very fast speed (with level 9s having frame-perfect mashing speed). Also due to this change in reflexes, low-level CPUs are prone to simply standing next to their opponent and using a weak attack such as a [[neutral attack]] or [[tilt]], while high-level CPUs use [[aerial attack]]s, [[smash attack]]s, and [[grab]]s more prominently.
There are many complaints surrounding the poor artificial intelligence of computer players in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''. YouTube features videos depicting the glitches in this faulty AI system for all three games.


The AI's [[recovery]] also improves as their level is increased: CPUs at low levels tend to recover in a simple and predictable pattern with their [[up special]]s, or may not use them at all in ''SSB'', while high-level ones in ''Brawl'', ''Smash 4'', and ''Ultimate'' are capable of properly combining or alternating between different recovery techniques. For example, CPU {{SSB4|Luigi}} in ''Smash 4'' only uses his [[Super Jump Punch]] to recover at low levels (specifically Level 1 to 5), while at high levels (6-9) he also makes use of his [[Green Missile]] and [[Luigi Cyclone]].
===''[[Super Smash Bros.]]''===
Examples of flawed AI in ''Super Smash Bros.'' (''SSB'') include:
*Level 9 CPU players which [[roll]] incredibly often compared to their later ''Melee'' and ''[[Super Smash Bros. Brawl]]'' counterparts.
*The poor [[recovery]] abilities of computer players - e.g., if the player jumps into a level 9 [[Captain Falcon (SSB)|Captain Falcon's]] [[Falcon Dive|up special move]], the Falcon will not recover. The same thing occurs if the player attacks an opponent's character out of their [[up special]].
*A tendency toward [[Projectile]]/charge move [[spam]]ming (such as a level 9 [[Pikachu (SSB)|Pikachu]] consistently using [[Thunder Jolt]] or a [[Donkey Kong (SSB)|Donkey Kong]] level 9 using [[Giant Punch]] cancels).
*In [[Hyrule Castle]], a level 9 [[Kirby (SSB)|Kirby]] may repeatedly use [[Stone]] on the left side of the stage, causing him to slide down, resulting in a [[self-destruct]] (SD).
*If there is a player on the right side of the [[Saffron City]] stage, computer players will walk into the doors of the Pokémon trap due to the item appearing on the hospital building.
*On [[Peach's Castle]], if a human player stands on the bottom [[platform]], a CPU on one of the moving platforms will run into the wall repeatedly.
*When an [[item]] appears, a level 9 computer player will attempt to grab it to the point that they will even stop fighting to get the item. However, they will not grab items dropped on clouds in the Yoshi's Island Stage.
*A CPU player who picks up a throwing item when another player is below their platform will repeatedly throw the item to the ground until it disappears - even if the item is a [[Bob-omb]], which often leading to the computer player self-destructing.
*Any AI player on any level which is hit during or shortly after a [[third jump]] will not use it again before falling to its doom, resulting in SDs.
*A [[Fox (SSB)|Fox]] fighting a human player who runs to the edge of a stage such as [[Dream Land]] will cause Fox to follow and aim his [[Fire Fox]] off of the stage - resulting in at least one self-destruct, and possibly more.<ref>{{cite web| url = http://www.youtube.com/watch?v=OGPMxhH5Zss | title = Super Smash Bros 64 - Tricking Fox's AI | accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/JetlagJad JetlagJad]| date = 2007-05-23| format = video| work = | publisher = YouTube| quote = }}</ref>
*A CPU [[Ness (SSB)|Ness]] will always aim his [[PK Thunder|recovery]] sideways, even if the ledge is above him.
*A CPU Kirby and Jigglypuff after getting blasted will use up all their jumps, even if they get star KO'd.
*A CPU Yoshi repeatedly uses the jump button, but does not actually jump from the platform if a player uses a [[Hammer]].
On the other hand, at least in comparison to the ''Melee'' AI and possibly the ''Brawl'' AI, the ''SSB'' computer players are better at [[KO]]'ing overall, simply because the ''SSB'' CPUs go for the kill more often; e.g., Link CPUs using [[down aerial]]s to kill; or DK CPUs using their [[down smash]].
====External links====
*http://www.youtube.com/watch?v=rk_EhpxKu8Q - Abusing DK's AI in training mode
*http://www.youtube.com/watch?v=71yUbTsR54E&feature=related - The majority of [[TAS]] videos by Andtgar show off abusing ''SSB'' AI while perfectly comboing.


In [[Training mode]], besides attacking, CPUs also have many other "[[List of CPU modes|modalities]]" that can be chosen, these being: Stand, Evade, Walk, and Jump. When these are chosen, CPUs will act that way, allowing players to battle in different ways against them, and practice different types of techniques. In ''SSB'' and ''Melee'', these are set to a predetermined level (levels 3 and 1 respectively), while in ''Brawl'', ''Smash 4'', and ''Ultimate'', they can be chosen from 1 to 9 from the character selection screen as usual, which also improves their reflexes. For example, level 1 CPUs on Stand will just take on whatever attack is thrown on their way, and recover in a simple and [[gimp]]able pattern, while level 9 ones will almost always air dodge after [[tumbling]] (in ''Brawl'') and will choose better recovery options. When set to Attack, CPUs will fight the player as on usual battles, but since the level cannot be selected in ''SSB'' and ''Melee'', it is somewhat unfavorable to fight CPUs on Training mode. Players instead tend to train against them on normal Versus modes. CPUs set to Attack mode in ''Smash 4''{{'}}s Training mode are also much likelier to [[spam]] projectiles and other special moves than in other modes, using them even at close range from opponents.
===''[[Super Smash Bros. Melee]]''===
There are several examples of flawed AI in ''Super Smash Bros. Melee''. Most computer players will always spam their [[neutral attack]] and projectiles repeatedly (if they are at long distances between the player), and are very easily [[Edge-hogging|edge-hogged]]. Certain stages are notorious for exploiting poor AI, such as [[Mushroom Kingdom: Rainbow Cruise|Rainbow Cruise/Ride]] and [[Special Stages: Final Destination|Final Destination]]. [[DK Island: Kongo Jungle|Kongo Jungle]] is the best known stage for exploiting poor AI as it is easy to KO computer players by simply grabbing an edge, dropping from the edge as they attack, and then re-grabbing the edge. Also, on moving stages such as [[Icicle Mountain]], the computer player will usually move up one platform at a time, which is too slow to escape the lower blast line when the stage speeds up.


Certain single-player stages and [[event]]s in ''Melee'' give CPUs a level of 0, such as [[Event 19: Peach's Peril]] and [[Event 21: Ice Breaker]], in which case they don't attack at all, but still follow whatever movement behavior they would normally have. Some also give them other specific behaviors, such as [[Event 3: Bomb-fest]] in ''Melee'' causing CPU {{SSBM|Link}} and {{SSBM|Samus}} to use their [[down special]] moves more often, and [[Event 31: The Ultimate Bodyguard]] in ''Brawl'' causing CPU {{SSBB|Zelda}} to [[crouch]] and do nothing until the stage changes a second time. In ''Melee'', these specific behaviors can be accessed via the {{SSBM|Debug Menu}}.
The computer players in ''Melee'' also make poor use of their [[shield]]s, and use [[grab]] attacks far more often than normal attacks. The best example is [[Dr. Mario (SSBM)|Dr. Mario]]. They also have a tendency to overuse one move, such as [[Captain Falcon (SSBM)|Captain Falcon]] constantly overusing Falcon Dive and [[Raptor Boost]] after [[forward throw]], as well as [[Ganondorf (SSBM)|Ganondorf]] overusing [[Dark Dive]] and a computer controlled [[Zelda (SSBM)|Zelda]] constantly using the [[strong down]] attack. Many computer players, especially while [[Metal Box|metal]], will also self-destruct while attempting to [[meteor smash]] an opponent. When an item appears, the computer players never pick them up (except healing items, [[Poké Ball]]s, [[Cloaking Device]]s, or Hammers); instead, they only pick them up when the player or CPU are next to the items.


In ''SSB'', CPU levels appear on the [[character selection screen]] as a digit with two arrows on either side to adjust it up or down, appearing where the selected character's name would be displayed for a human. In ''Melee'', the levels are instead adjusted with a red slider which can be selected with the [[A button]] and then moved with the [[control stick]], which increases in number from left to right, above the selected CPU character's name. In ''Brawl'', ''Smash 4'', and ''Ultimate'', only the level number to which the CPU is currently set is shown at first, now appearing where the option to choose a [[name]] would appear for human players; clicking the number displays a menu with the other levels, scrolled by moving the cursor up and down. In ''Smash 4'' and ''Ultimate'', the numbers appear with colors changing from indigo to red as the level increases, while in ''Brawl'', all numbers appear in black but with an adjective to accompany each CPU level and describe its skill, namely '''Puny''', '''Wimpy''', '''Weak''', '''Normal''', '''Hardy''', '''Strong''', '''Burly''', '''Mighty''', and '''Nasty''' in ascending order.
Specific examples of poor AI include:
*In [[DK Island: Jungle Japes|Jungle Japes]], when battling a level 9 [[Ness (SSBM)|Ness]] on 1 stock, and not moving. Ness will try to jump over to the player, but will fall into the river.  *The same thing happens when the player faces a level 9 [[Yoshi (SSBM)|Yoshi]] on 1 stock on [[Eagleland: Fourside|Fourside]].
*In [[Mushroom: Kingdom II|Subcon]], if the human player is close to the left edge of the stage, a Level 6 [[Donkey Kong (SSBM)|Donkey Kong]] will use his [[down aerial|down]] or [[forward aerial]], then try to recover, but will SD.
*When a computer controlled [[Luigi (SSBM)|Luigi]] is trying to recover. He will never use his [[Super Jump Punch|up special]] to recover, even if he is directly below a ledge - instead he will always use his [[Green Missile|side special]], which gains little vertical distance.
*Some CPUs will pick up a [[Hammer]] on Jungle Japes and fall through an opening instead of jumping across, resulting in a self-destruct. Also, sometimes they constantly jump while swinging the hammer.
*In Jungle Japes, when battling a level 9 [[Young Link (SSBM)|Young Link]] on 1 stock if the player grab the ledge on the middle platform (left or right). Young Link will use his down aerial, but will SD.
*In [[Yoshi's Island (SSB)|Yoshi's Island]], when battling [[Mr. Game & Watch (SSBM)|Mr. Game & Watch]] (or [[Zelda (SSBM)|Zelda]]) on 1 stock if the player is at the far right side of the cloud and keeps jumping. Mr. Game & Watch will not go through the clouds near the stage. Instead, he'll use all of his jumps or his midair jump, but will SD.
*It is possible to win a match in Giant Melee against a level 9 Captain Falcon in [[Yoshi's Island (SSBM) ]] without actually attacking him. The player can jump to the left side of the stage, trying to make Captain Falcon attempt a meteor smash, but SD in the process. The player can also stay in the middle of the stage and shield when Captain Falcon attacks after respawning, but SDs. If all the middle platforms are destroyed, the player can stand in the left side while Captain Falcon jumps to the left floating platforms and attempts an attack, but SDs in the process.


The [[amiibo]] figures released for ''Super Smash Bros. 4'' and ''Super Smash Bros. Ultimate'' have stored data for a CPU fighter within them. The player may [[character customization|customize]] said character and train them by having them battle. The amiibo is labeled with "FP", and can gain experience to level up after the battle, capping at level 50. Battling amiibo against each other will yield more experience than battling a human or regular CPU. Additionally, amiibo will "learn" from repeated battles by changing its tactics in response to its opponents' behavior (e.g. if the amiibo battles an opponent that shields frequently, it will learn to use its own shield more effectively and counter shielding opponents with grabs).
===''[[Super Smash Bros. Brawl]]''===
In ''Super Smash Bros. Brawl'', the AI is generally more proficient with character recoveries (most prominently [[Ness (SSBB)|Ness]] and [[Luigi (SSBB)|Luigis]]). If a human player gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they'll also use the opportunity to attack any stragglers. When a [[Smash Ball]] appears, computer players will aggressively attack it at opportune times, while repelling anyone who tries to get it as well. Another significant change in AI from ''Melee'' is that computer players always target human players before other computer players. This behavior can be observed in [[custom stage|custom stages]] that keep the human player out of the computer players' reach, where the computer players will completely ignore each other as they try to reach the human player.


==Training against CPUs==
Another new feature is that the computer's level in [[Training Mode]] can now be selected. The AI is also improved greatly, as opponents set to Attack mode will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments.
Players commonly fight against CPUs to train when there aren't other players around to play. This is a practice that is criticized by some, as besides even the highest level CPUs being of a lower level of skill than a typical casual player, CPUs do things that human players never do (and will never do things that are common for human players to do), as well as having several exploitable flaws and being completely incapable of [[mindgames|mind gaming]], or even learning from their mistakes and changing their tactics accordingly.


Training against CPUs is said to not adequately build one's skills beyond basic offense and defense (such as the ability to read and bait opponents), and it is often argued that excessive CPU training may cause a player to actually become slightly worse by developing habits that only work against CPUs and will be heavily exploited by human players. For example, if a Marth player uses [[Counter]] every time a CPU gets close to attack, it would fall for it most of the time (especially higher-level CPUs), without trying to bait the counter or use grabs more often. However, a skilled or even a remotely competent human player would quickly catch onto the Marth player's strategy and exploit it by feigning an attack in the cases where Marth would commonly use Counter, and then punish him with a grab or delayed powerful attack such as a charged smash. Another example is CPUs not avoiding or fighting off edge-guarders effectively in the first three ''Smash'' games, which allows players to KO them with basic edgeguarding techniques, while experienced players would prevent this at all costs. Also in ''Smash 4'' and ''Ultimate'', higher-level CPU's (mostly levels 7-9) also have next to frame-perfect aerial dodging, only doing so when a player or CPU inputs the attack near them, or when items such as projectiles end up close enough to them. As a result, high-level CPUs in the air can only effectively be hit by rapid-hitting moves or through true combos. This can make practicing aerial combos infuriating, especially with characters who rely heavily on their aerial games, such as Marth, Peach, and Jigglypuff; this is further accentuated by their constant hold of the jump command while in the air (even when out of jumps), as they will, more often than not, [[Footstool Jump|phantom footstool]] the player, leaving the CPU in a favorable situation away from the player.
Also, for each CPU level, the game gives a word to describe the CPU's skill level:
#Puny
#Wimpy
#Weak (the default level)
#Normal
#Hardy
#Strong
#Burly
#Mighty
#Nasty


However, training against CPUs does have its merits. CPUs can be used to effectively practice [[combo]]s and [[chain throw]]s, as well as [[spacing]], [[punish]]ing, and other [[tech skill]] related things. CPUs can be more effective than human players in this regard, as they're always available and won't refuse a match where a player just wants to practice the aforementioned things. Many top professional smashers have reported using CPUs to train, such as {{Sm|Nairo}}, {{Sm|Vinnie}}, and {{Sm|Mew2King}}.
There has been speculation that the AI at level 9 reads button commands and reacts accordingly, which allows them to perfect shield so often. This has sparked anger among some smashers who feel that the AI should be made better rather than do what they term as "cheating". Some inconclusive experiments were performed by the [[SLAPAHO]] crew to see if this allegation is true, and though no definitive results were obtained, their findings justify future experimentation and research. However, many smashers (mostly experienced) conclude that regardless, the AI at level 9 is still easy to beat because of their heavily exploitable flaws (and they even go as far as joking about their "difficulty" by recording occasions where they perform feats otherwise impossible for the AI to do<ref name="jinnarin">{{cite web| url = http://www.youtube.com/watch?v=ptefg5Rxt4U | title = Level 9s are impossible | accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/jinnarin jinnarin]| date = 2008-10-04| format = video| work = | publisher = YouTube| quote = }}</ref><ref name="comments">{{cite web| url = http://www.youtube.com/watch?v=SMw8B6VIaKM | title = Lv 9s are impossibly good | accessmonthday = Jan 2| accessyear = 2011| author = | date = 2009-01-28| format = video| work = Comments on page| publisher = YouTube| quote = }}</ref>


There is, however, no consensus as to which level CPU is best to train against, with players mostly having their own personal opinion on what level is most effective. Some say level 1 CPUs are the best, as they won't have inhuman perfect shielding abilities and won't disrupt the player's training. Some say level 9 CPUs are the best, as they will actively try to fight the player and can punish mistakes the player makes. Some others say level 5 CPUs are the best for being a middle ground between the two extremes. Other players say Level 6-8 CPUs are the best for being challenging but not having inhuman reactions at the same time. Another camp maintains that what level is best is dependent on what a player is trying to practice.
There also appears to be a system in place which enables the AI to learn<ref name="CECPUexpBlog">{{cite web| url = http://allisbrawl.com/blogpost.aspx?id=8848| title = The Wonders of Brawl's CPU Experience System| accessmonthday = Jan 2| accessyear = 2011| author = [http://allisbrawl.com/blog.aspx?id=10347 ChurroEmiliano]| date = 2008-12-31| format = blogpost| work = | publisher = [http://allisbrawl.com/ AllIsBrawl.com]| quote = When developing Super Smash Bros. Brawl, Sakurai integrated an experience system in which CPUs (mostly level 9/nasty) would actually learn from other players and try to mimic such strategies.  This experience system is subject to all characters. / The way you and others play on your save data, the way they will intend to play, keeping several of their own ways of playing as well. You can tell a huge difference, by comparing...a new fresh save data of Brawl, to a very much used save data.}}</ref><ref name="CECPUexpVideo">{{cite web
| url = http://www.youtube.com/watch?v=g4HvhIPOz4I| title = The Wonders of Brawl's CPU Experience System| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/ChurroEmiliano ChurroEmiliano]| date = 2008-12-29| format = video| work = | publisher = YouTube| quote = Churro (Snake) vs. Lvl 9 Link}}</ref><ref name="CEFalconPunch">{{cite web
| url = http://www.youtube.com/watch?v=YMcEUsMd9Cw| title = Falcon Punch Much? 0_0| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/ChurroEmiliano ChurroEmiliano]| date = 2008-12-31| format = video | work = | publisher = YouTube| quote = After having several Falcon Punch free-for-alls, the CPU wanted to fit in.
}}</ref>. [[All is Brawl]] blogger Churro Emiliano documented much of this widely for the first time in a blog post made at the end of 2008.


==Flaws in the AI==
Aside from some advanced techniques and play-styles, the AI have also been reported to "learn" to [[taunt]] a KO by crouch-spamming<ref name="jerkette">{{cite web| url = http://www.youtube.com/watch?v=diJX703iC0A| title = ...jerkette| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/Hoidsa Hoidsa]| date = 2009-05-13| format = video| work = | publisher = YouTube| quote = }}</ref>, and to overuse Falcon Punches after humans play several Falcon Punch free-for-alls<ref name="CEFalconPunch" />.
{{main|Flaws in artificial intelligence}}


==Learning AI and reading inputs myths==
The flaws in ''Brawl''’s artificial intelligence are fewer, but still potent. Computer players still tend to be easier to KO and [[edgeguard]] than the average human player, even when set at level 9, due to not utilising survival techniques such as [[DI]] and usually not fighting back when being edgeguarded. Computer players sometimes have difficulty avoiding certain stage hazards (most notable on [[Halberd]]), and are prone to self destructing in scrolling stages, such as the [[Past and Melee Stages|Melee Stages]] [[Mushroom Kingdom: Rainbow Cruise|Rainbow Ride]] and [[F-Zero Grand Prix: Big Blue|Big Blue]]. They have generally poor edgeguarding abilities, though unlike the previous two games, self destructing while attempting to edgeguard is not as common. And while they are better at recovering than in previous game, computer players still under utilise recoveries, such as by not making use of alternate recovery options with some characters, or always recovering in the same direction with a recovery move. A computer player (regardless of level) will also always aim for solid platforms that can be [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage.
While still suffering flaws like ''Smash 64'' and ''Melee'', CPUs within ''Brawl'' came under scrutiny by members of the ''Brawl'' community after analyzing the behavior of them within fights. Two primary theories surrounding the AI eventually became commonplace:


#That the CPU was able to read inputs from human players and thus have perfect reaction times, explaining the excessive propensity of a CPU to [[perfect shield]].
Computer players also tend to play strangely in complex custom stages.
#That a "learning system" existed within ''Brawl's'' code that allowed computer players to slowly learn to adapt to human players.


The former rumor was especially controversial, as many smashers thought that allowing the AI to "cheat" was an unfair tactic, and such a programming decision was considered lazy. The American crew [[SLAPAHO]] attempted to see whether or not CPUs had perfect reaction times, but their results were eventually declared inconclusive, and more tests were intended to be carried out; inactivity by the group, however, caused these further tests to never occur. In 2013, Canadian smasher {{Sm|Toomai}} analyzed [[Talk:Artificial intelligence#The latest claimed AI cheating proof|various animated GIFs of CPUs]] responding to aerial attacks; it was ultimately demonstrated that CPUs had a reaction time of one frame, and thus, did not read button inputs to form decisions.
Specific examples of poor AI include:
*When players grab the [[ledge]], computer players will stand still a safe distance from the ledge for some seconds before pursuing the ledge hanging player.
*If a computer player, regardless of level, is hit near the upper [[blast line]] on a stage with platforms above the main platform, they'll fall straight down until reaching the ground after knockback is finished, while making no attempt to dodge or counterattack a pursuing player.
*When hit by an electric hitbox, a computer player may randomly DI up or down, more often DIing down, which can result in instances of an attack with an electric hitbox KOing them when the computer player would have survived otherwise.
*When a CPU Luigi uses [[Negative Zone]], he will almost always spam [[Fireball]] repeatedly, even when set to level 9.
*Similarly, a CPU Pit using [[Palutena's Army]] will spam [[Palutena's Arrow]] (though these were supposedly fixed for the [[PAL]] release of the game).
*When fighting against a level 9 [[Pikachu (SSBB)|Pikachu]] on Delfino Plaza. If one jumps in and out of the water while Pikachu is on land, Pikachu will constantly use [[Thunder]].
*In the underground version of [[Mushroomy Kingdom]], even a level 9 CPU will sometimes repeatedly attack the blocks, ignoring the player even if items aren't on.
*When [[Snake (SSBB)|Snake]] uses his [[down throw]] near an edge on a CPU. The CPU will usually roll toward the nearest edge.
*A CPU [[Ness (SSBB)|Ness]] and [[Lucas (SSBB)|Lucas]] will always hit himself with [[PK Thunder]] in the same upward diagonal trajectory when recovering, even if using such a trajectory will result in him failing to make it back to the stage while a more desirable trajectory would allow him to recover successfully. This is especially noticeable on [[Final Destination (SSBB)|Final Destination]], as Ness will often not make it back to the stage when using PK Thunder to recover (when recovery is possible), while a Lucas will often launch himself underneath the stage lips.
*A CPU [[Ike (SSBB)|Ike]] will not use [[Aether]] unless he is directly underneath a ledge. This causes him to self destruct without trying to recover, or waiting too long to use Aether and failing a recovery that was possible. CPU Snakes exhibits similar behavior using [[Cypher]], often choosing to use it too late and self destructing.
*If a CPU [[Mr. Game & Watch (SSBB)|Mr. Game & Watch]] uses [[Fire]] and fails to recover, he will repeatedly use [[Judge]] until the bottom blast line is crossed. While not necessarily problematic, there are instances where if a CPU Mr. Game & Watch reaches the apex of Fire and ends up short of the stage but in distance of reaching the ledge, the CPU will decide to use Judge too soon, causing him to miss the ledge and self destruct.


The second rumor was primarily spread by an [[All is Brawl]] blog post by American smasher Churro; entitled "The Wonders of Brawl's CPU Experience System", Churro claimed that CPUs in ''Brawl'' could learn from human players, with such changes being unique from different save files for ''Brawl''. Churro provided video examples of these supposed changes, such as how a CPU {{SSBB|Captain Falcon}} began to more frequently use [[Falcon Punch]] following an all-Captain Falcon match featuring overuse of the move. Other videos by other smashers also appeared to show CPUs using tactics such as [[dash dancing]] and [[DACUS]]es.
==References==
<references/>


Initially widely believed, advances in the hacking scene for ''Brawl'' have since disproven the existence of a learning system for CPUs:
[[Category:Terms]]
*Tests showed that there were no differences in CPU behavior from save files that were over several hundred hours old versus fresh save files; comparisons of two files with significant playtime also showed no differences, when such a case was supposed to have significantly different playstyles.
*Disassembling [[Replay]] files showed that no CPU inputs are saved in the file, only human inputs; as such, this meant that whenever a replay was played back, it meant that the CPU would have to react the same way every time in order to prevent desyncing. A learning system could potentially cause CPUs to react differently in replays, thus further disproving the rumor.
*Disassembling the ''Brawl'' save file showed that there were no flags or other notes about the AI.
*Disassembly of the game's AI demonstrated no coding for learning from human players.
*Videos demonstrating that the AI could learn are thought to have suffered from {{s|wikipedia|confirmation bias}}; what were thought to be cases of the AI learning were cases of the AI performing as expected, including specific overuse of some attacks.
 
A rudimentary learning system similar to the above would eventually be used by [[amiibo]] in ''Super Smash Bros. 4'' and ''Super Smash Bros. Ultimate'', though no such learning system exists outside of this.
 
==See also==
*[[Amiibo]]
 
[[Category:Gameplay]]

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