Artificial intelligence

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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.

In Hyrule Castle, a level 9 Kirby may repeatedly use rock on the left side of the stage, sliding down, not cancelling it, leading to an early, quick death.

Often AI in Saffron City would walk into the doors of the Pokemon trap, if you stay on the right side of the stage.

When an item appears , the Level 9 CPU WILL go for it, and will stop even fighting to get the item.

If a Green Shell Appears on a platform and a CPU pick it up and a player is below the platform, the CPU will throw the shell on the ground until it disappears, this is also true to all throwing itens, even bob-ombs, that can make the CPU kill itself with the explosion.

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 and projectiles 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. Another example of poor AI in Jungle Japes is to face a Lvl. 9 Ness on 1 stock and not move. The Ness will try to jump over to you, but will ultimately, fall into the river.

The Computer Players in Melee also make poor use of their shields, and use grab attacks far more often than normal attacks. The best example is Dr. Mario. They also have a tendency to overuse one move, such as Captain Falcon constantly overusing Falcon Dive and Raptor Boost after forward throw, often in a self destruct when near the as well as Ganondorf spamming Dark Dive. 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 opponent.

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.

As a bonus, each level also has its own name now. Level 1 is Puny, level 2 is Wimpy, level 3 is Weak, level 4 is Normal, level 5 is Hardy, level 6 is Strong, level 7 is Burly, level 8 is Mighty, and level 9 is Nasty.

In Brawl, certain characters (most prominently Ness) know how to use their recoveries more. Higher level Luigis will be resourceful. 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.

Another new feature is that the computer's level in Training Mode can now be selected. The AI 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.

If one goes to Delfino Plaza, battle against a level 9 Pikachu, and jump in and out of the water while the Pikachu is on land, the Pikachu will constantly use it's B-down.

One change from Melee is that Computer Players focus more on attacking human players rather than other CPUs.

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 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.

There also appears to be a system in place which means that they can learn, as demonstrated in this video http://www.youtube.com/watch?v=g4HvhIPOz4I&feature=channel_page, and here http://www.youtube.com/watch?v=YMcEUsMd9Cw&feature=channel