Artificial intelligence: Difference between revisions

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(→‎Super Smash Bros. Brawl: Sry for the multiple edits, I just find these things as I go.)
(Noticing the amount of sub optimal examples being added, I've added guidelines on what not to add. I also removed some bad examples and added examples for Melee.)
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===''[[Super Smash Bros.]]''===
===''[[Super Smash Bros.]]''===
<!-- Read the following guidelines on what is considered an AI flaw before adding an example.
1. Avoid adding very specific, situational instances that rarely, if ever, show up where a computer may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it.
2. Poor play by the CPU in general does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will always repeat when the circumstances leading to the example occurs. -->
Examples of flawed AI in ''Super Smash Bros.'' (''SSB'') include:
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.
*Level 9 CPU players which [[roll]] incredibly often compared to their later ''Melee'' and ''[[Super Smash Bros. Brawl]]'' counterparts.
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*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.
*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.
*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.
*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 leads 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 [[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 [[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 Kirby and Jigglypuff after getting knocked off the stage will immediately use up all their jumps.
*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.


===''[[Super Smash Bros. Melee]]''===
===''[[Super Smash Bros. Melee]]''===
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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.
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.
<!-- Read the following guidelines on what is considered an AI flaw before adding an example.
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a computer player may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it.
2. Poor play by the CPU in general does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will always repeat when the circumstances leading to the example occurs. -->


Specific examples of poor AI include:
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]].
*Computer players when recovering, will never fight back to fend off an edge guarder.
*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.
*Computer players will never utilise alternative recovery methods of any character when recovering.
*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.
*Computer players never charge their [[smash attack|smash attacks]]. Likewise, a cpu [[Marth (SSBM)|Marth]], [[Roy (SSBM)|Roy]], and [[Kirby (SSBM)|Kirby]] who absorbed one of the two previous characters will never charge their [[neutral special]] when they use it.
*CPUs will never [[wall-grapple]] to recover.
*A CPU [[Luigi (SSBM)|Luigi]] will never use [[Super Jump Punch]]. This is especially problematic during recovery, as even if he is directly below a ledge, he will not use it. Instead he will always use his [[Green Missile]], which gains very 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.
*Computer players never use counter special moves such as [[Peach (SSBM)|Peach's]] [[Toad]], and Marth's and Roy's Counter.
*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.
*A CPU [[Bowser (SSBM)|Bowser]] and Kirby with Bowser absorbed will never use [[Fire Breath]] past the minimum holding time.
*In [[Yoshi's Island (SSB)|Yoshi's Island]], when battling [[Mr. Game & Watch (SSBM)|Mr. Game & Watch]] 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 (The same thing happens when the player faces CPU [[Zelda (SSBM)|Zelda]] on Yoshi's Island).
*A CPU [[Jigglypuff (SSBM)|Jigglypuff]] never uses [[Rollout]] or [[Rest]]. Strangely, a Kirby with Jigglypuff absorbed will attempt to use Rollout, but never charge it when using it.
*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.
*A CPU [[Ness (SSBM)|Ness]] will only utilise [[PK Thunder]] when recovering if they are set to level nine. A lower level cpu Ness will fall and self destruct if their midair jump is not enough to make it back to the stage.
*Computer players will never use their [[wall-grapple]] to recover.
*A high level CPU [[Mario (SSBM)|Mario]] and [[Dr. Mario (SSBM)|Dr. Mario]] will always jump off the stage and attempt to use their [[fair]] to edgeguard against recovering opponents. Depending the stage, this can often lead to self destructs. CPU Captain Falcons exhibit similar behavior with their [[dair]], but self destruct much less frequently.
*In [[DK Island: Jungle Japes|Jungle Japes]], when battling a level nine Ness on one stock, and not moving, Ness will try to jump over to the player, but will fall into the river and self destruct. Similar behavior occurs when the player faces a level none [[Yoshi (SSBM)|Yoshi]] with one stock on [[Eagleland: Fourside|Fourside]].


===''[[Super Smash Bros. Brawl]]''===
===''[[Super Smash Bros. Brawl]]''===
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Specific examples of poor AI include:
Specific examples of poor AI include:
<!-- Read the following guidelines on what is considered an AI flaw before adding an example.
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a computer player may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it.
2. Poor play by the CPU in general does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will always repeat when the circumstances leading to the example occurs. -->
*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.
*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.
*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 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.
*While computer players in ''Melee'' could [[meteor cancel]] to a moderate degree, computer players will never meteor cancel in ''Brawl'', sustaining the meteor smash's full knockback before attempting recovery. This results in meteor smashes KOing computer players at much lower percents than they KO human players.
*While computer players in ''Melee'' could [[meteor cancel]] to a moderate degree, computer players will never meteor cancel in ''Brawl'', sustaining the meteor smash's full knockback before attempting recovery. This results in meteor smashes KOing computer players at much lower percents than they KO human players.
*When a CPU Luigi uses [[Negative Zone]], he will almost always spam [[Fireball]] repeatedly, even when set to level 9.
*When a CPU Luigi uses [[Negative Zone]], he will almost always spam [[Fireball]] repeatedly, even when set to level nine.
*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).
*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 the player 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.
*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.
*When [[Snake (SSBB)|Snake]] uses his [[down throw]] near an edge on a CPU, the CPU will always roll toward the nearest edge the instant they can make a move.
*A CPU [[Ness (SSBB)|Ness]] and [[Lucas (SSBB)|Lucas]] will always hit themselves with [[PK Thunder]] in the same upward diagonal trajectory when recovering, even if using such a trajectory will result in them 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 [[Ness (SSBB)|Ness]] and [[Lucas (SSBB)|Lucas]] will always hit themselves with [[PK Thunder]] in the same upward diagonal trajectory when recovering, even if using such a trajectory will result in them 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.
*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.
*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.
==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.


==References==
==References==

Revision as of 18:32, May 31, 2011

Artificial intelligence (abbreviated as "AI") in the Super Smash Bros. series refers to the intelligence of any computer-controlled (CPU) character 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 1-9, with 1 being the weakest and 9 the strongest.

Criticism

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.

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's 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 spamming (such as a level 9 Pikachu consistently using Thunder Jolt or a Donkey Kong level 9 using Giant Punch cancels).
  • In Hyrule Castle, a level 9 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 leads to the computer player self-destructing.
  • A 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.[1]
  • A CPU Ness will always aim his recovery sideways, even if the ledge is above him.
  • A CPU Kirby and Jigglypuff after getting knocked off the stage will immediately use up all their jumps.

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-hogged. Certain stages are notorious for exploiting poor AI, such as Rainbow Cruise/Ride and Final Destination. 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.

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, as well as Ganondorf overusing Dark Dive and a computer controlled Zelda constantly using the strong down attack. Many computer players, especially while 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 Balls, Cloaking Devices, or Hammers); instead, they only pick them up when the player or CPU are next to the items.


Specific examples of poor AI include:

  • Computer players when recovering, will never fight back to fend off an edge guarder.
  • Computer players will never utilise alternative recovery methods of any character when recovering.
  • Computer players never charge their smash attacks. Likewise, a cpu Marth, Roy, and Kirby who absorbed one of the two previous characters will never charge their neutral special when they use it.
  • A CPU Luigi will never use Super Jump Punch. This is especially problematic during recovery, as even if he is directly below a ledge, he will not use it. Instead he will always use his Green Missile, which gains very little vertical distance.
  • Computer players never use counter special moves such as Peach's Toad, and Marth's and Roy's Counter.
  • A CPU Bowser and Kirby with Bowser absorbed will never use Fire Breath past the minimum holding time.
  • A CPU Jigglypuff never uses Rollout or Rest. Strangely, a Kirby with Jigglypuff absorbed will attempt to use Rollout, but never charge it when using it.
  • A CPU Ness will only utilise PK Thunder when recovering if they are set to level nine. A lower level cpu Ness will fall and self destruct if their midair jump is not enough to make it back to the stage.
  • Computer players will never use their wall-grapple to recover.
  • A high level CPU Mario and Dr. Mario will always jump off the stage and attempt to use their fair to edgeguard against recovering opponents. Depending the stage, this can often lead to self destructs. CPU Captain Falcons exhibit similar behavior with their dair, but self destruct much less frequently.
  • In Jungle Japes, when battling a level nine Ness on one stock, and not moving, Ness will try to jump over to the player, but will fall into the river and self destruct. Similar behavior occurs when the player faces a level none Yoshi with one stock on Fourside.

Super Smash Bros. Brawl

In Super Smash Bros. Brawl, the AI is generally more proficient with character recoveries (most prominently Ness and Luigi's). If a human player 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, 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 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.

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.

Also, for each CPU level, the game gives a word to describe the CPU's skill level:

  1. Puny
  2. Wimpy
  3. Weak (the default level)
  4. Normal
  5. Hardy
  6. Strong
  7. Burly
  8. Mighty
  9. Nasty

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[2][3]

There also appears to be a system in place which enables the AI to learn[4][5][6]. 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.

Aside from some advanced techniques and play-styles, the AI have also been reported to "learn" to taunt a KO by crouch-spamming[7], and to overuse Falcon Punches after humans play several Falcon Punch free-for-alls[6].

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 Melee Stages Rainbow Ride and 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 sweetspotted when recovering, even when there are "soft" platforms off the stage.

Computer players also tend to play strangely in complex custom stages.

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.
  • While computer players in Melee could meteor cancel to a moderate degree, computer players will never meteor cancel in Brawl, sustaining the meteor smash's full knockback before attempting recovery. This results in meteor smashes KOing computer players at much lower percents than they KO human players.
  • When a CPU Luigi uses Negative Zone, he will almost always spam Fireball repeatedly, even when set to level nine.
  • 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).
  • 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 uses his down throw near an edge on a CPU, the CPU will always roll toward the nearest edge the instant they can make a move.
  • A CPU Ness and Lucas will always hit themselves with PK Thunder in the same upward diagonal trajectory when recovering, even if using such a trajectory will result in them 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, 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 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 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.

External links

References

  1. ^ JetlagJad (2007-05-23). Super Smash Bros 64 - Tricking Fox's AI (video). YouTube. Retrieved on Jan 2, 2011.
  2. ^ jinnarin (2008-10-04). Level 9s are impossible (video). YouTube. Retrieved on Jan 2, 2011.
  3. ^ Lv 9s are impossibly good (video). Comments on page. YouTube (2009-01-28). Retrieved on Jan 2, 2011.
  4. ^ ChurroEmiliano (2008-12-31). The Wonders of Brawl's CPU Experience System (blogpost). AllIsBrawl.com. Retrieved on Jan 2, 2011. “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.”
  5. ^ ChurroEmiliano (2008-12-29). The Wonders of Brawl's CPU Experience System (video). YouTube. Retrieved on Jan 2, 2011. “Churro (Snake) vs. Lvl 9 Link”
  6. ^ a b ChurroEmiliano (2008-12-31). Falcon Punch Much? 0_0 (video). YouTube. Retrieved on Jan 2, 2011. “After having several Falcon Punch free-for-alls, the CPU wanted to fit in.”
  7. ^ Hoidsa (2009-05-13). ...jerkette (video). YouTube. Retrieved on Jan 2, 2011.