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Editing Artificial intelligence

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{{redirect|CPU|the California smasher|Smasher:CPU}}{{for|the Florida smasher|Smasher:CPU (Florida)}}{{for|the Japanese smasher|Smasher:CPU1 (Japan)}}
{{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.]]
[[File:CPUSmashU.png|thumb|right|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''', 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.


==Difficulty levels==
==Difficulty levels==
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 from ''Brawl'' onward, they can defend against almost any attack with one-frame reactions, resulting in disproportionate [[perfect shield]]ing and [[dodging]] capabilities. [[Button mashing]] gets faster between CPU levels, affecting situations like waking up from [[sleep]] or recovering after a [[Shield#Shield_breaking|shield break]]. Low level CPUs mash buttons at a very slow speed, while higher level CPUs mash 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.
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. 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.


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]].
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]].
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==Flaws in the AI==
==Flaws in the AI==
{{main|Flaws in artificial intelligence}}
{{main|Flaws in artificial intelligence}}
==Learning AI and reading inputs myths==
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]].
#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.
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.
Initially widely believed, advances in the hacking scene for ''Brawl'' have since disproven the existence of a learning system for CPUs:
*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==
==See also==

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