Artificial intelligence: Difference between revisions

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===''Super Smash Bros. Melee''===
===''Super Smash Bros. Melee''===
There are several examples of flawed AI in ''Super Smash Bros. Melee''. Most Computer Players will use their [[neutral A]] attack repeatedly, and are very easily [[Edge-hogging|edge-hogged]]. Certain stages are notorious for exploiting poor AI, such as [[Rainbow Cruise]] and [[Final Destination]]. [[Kongo Jungle]] is the best known stage for exploiting poor AI as it is easy to [[knock-out]] Computer Players by simply grabbing an edge, dropping from the edge as they attack, and then re-grabbing the edge. The Computer Players in ''Melee'' also make poor use of their [[shield]]s, and use [[grab]] attacks far more often than normal attacks. Also, a computer controlled [[Luigi]] will ''never'' use his Up-B to recover, even if he is directly below a ledge, instead he will always use his side-B, which gains no vertical distance.
There are several examples of flawed AI in ''Super Smash Bros. Melee''. Most Computer Players will use their [[neutral A]] attack repeatedly, and are very easily [[Edge-hogging|edge-hogged]]. Certain stages are notorious for exploiting poor AI, such as [[Rainbow Cruise]] and [[Final Destination]]. [[Kongo Jungle]] is the best known stage for exploiting poor AI as it is easy to [[knock-out]] Computer Players by simply grabbing an edge, dropping from the edge as they attack, and then re-grabbing the edge. The Computer Players in ''Melee'' also make poor use of their [[shield]]s, and use [[grab]] attacks far more often than normal attacks. Also, a computer controlled [[Luigi]] will ''never'' use his Up-B to recover, even if he is directly below a ledge, instead he will always use his side-B, which gains no vertical distance. Many CPU players, especially in [[Metal Box|metal]] form, will also self-destruct themselves while attempting to meteor smash an oponnent.


===''Super Smash Bros. Brawl''===
===''Super Smash Bros. Brawl''===
While the AI has been improved, there remain examples of AI limitations in ''Super Smash Bros. Brawl''. Like in ''Super Smash Bros.'', the default AI level for Computer Players is 3, unlike ''Melee'', in which it was 1.
While the AI has been improved, there remain examples of AI limitations in ''Super Smash Bros. Brawl''. Like in ''Super Smash Bros.'', the default AI level for Computer Players is 3, unlike ''Melee'', in which it was 1.


In ''Brawl'', certain characters (most prominently [[Ness (SSBB)|Ness]]) know how to use their recoveries more. If a character 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, opponents will aggressively attack it at opportune times, while repelling anyone who tries to get it as well.  
In ''Brawl'', certain characters (most prominently [[Ness (SSBB)|Ness]]) know how to use their recoveries more. However a CPU Luigi will now only use his Up-B to recover, despite being uneffective if used alone. If a character 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, opponents will aggressively attack it at opportune times, while repelling anyone who tries to get it as well.  


The AI in [[Training Mode]] is also improved drastically, as opponents set to Attack will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments. One change from ''Melee'' is how Computer Players seem to focus more on attacking human players than each other.
The AI in [[Training Mode]] is also improved drastically, as opponents set to Attack will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments. One change from ''Melee'' is how Computer Players seem to focus more on attacking human players than each other.

Revision as of 18:40, June 13, 2008

Artificial Intelligence (abbreviated as "AI") in the Super Smash Bros. series refers to the intelligence of any Computer Player in the single-player and Versus Modes. 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.

Artificial Intelligence levels range from between 1 and 9, with 1 being the weakest and simplistic, and 9 being the most adverse. Beginners tend not to realize that the best way to practice against a Computer Player is to play a match against a level 1. The reason for this is that the higher the level, the more awkward and prone to spamming the play style will become. They also have much worse Directional Influence. Level 9 Computer Players fight like no human ever will, which gives the wrong kind of impression of practice. The best results are achieved by practicing combos against a level 1 Computer Player.

Criticism

There are many complaints surrounding the poor Artificial Intelligence of Computer players in Super Smash Bros. and Super Smash Bros. Melee. YouTube features several videos depicting the glitches in this faulty AI system.

Super Smash Bros.

Examples of flawed AI in Super Smash Bros. include Computer Players having poor recovery abilities and the spamming of the same, ineffective move in quick succession.

Super Smash Bros. Melee

There are several examples of flawed AI in Super Smash Bros. Melee. Most Computer Players will use their neutral A attack repeatedly, and are very easily edge-hogged. Certain stages are notorious for exploiting poor AI, such as Rainbow Cruise and Final Destination. Kongo Jungle is the best known stage for exploiting poor AI as it is easy to knock-out Computer Players by simply grabbing an edge, dropping from the edge as they attack, and then re-grabbing the edge. The Computer Players in Melee also make poor use of their shields, and use grab attacks far more often than normal attacks. Also, a computer controlled Luigi will never use his Up-B to recover, even if he is directly below a ledge, instead he will always use his side-B, which gains no vertical distance. Many CPU players, especially in metal form, will also self-destruct themselves while attempting to meteor smash an oponnent.

Super Smash Bros. Brawl

While the AI has been improved, there remain examples of AI limitations in Super Smash Bros. Brawl. Like in Super Smash Bros., the default AI level for Computer Players is 3, unlike Melee, in which it was 1.

In Brawl, certain characters (most prominently Ness) know how to use their recoveries more. However a CPU Luigi will now only use his Up-B to recover, despite being uneffective if used alone. If a character gets an item like a Starman, rather than just trying to avoid that character, they'll also use the opportunity to attack any stragglers. When a Smash Ball appears, opponents will aggressively attack it at opportune times, while repelling anyone who tries to get it as well.

The AI in Training Mode is also improved drastically, as opponents set to Attack will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments. One change from Melee is how Computer Players seem to focus more on attacking human players than each other.

There has also been speculation that the AI at level 9 reads button commands and reacts accordingly, which 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 preformed 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.


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