Editing Flaws in artificial intelligence

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{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}
[[File:Suicidal Bowser.gif|250px|thumb|An example of the flawed ''Melee'' AI. The computer-controlled Bowser wants to attack Luigi with his [[Fire Breath]] but ignores the physics of the spinning blocks directly in front of him. Bowser then walks toward Luigi and attacks with Fire Breath again, expecting the solid ground to still be present, thus unintentionally [[self destruct| self destructing]].]]
[[File:Suicidal Bowser.gif|250px|thumb|An example of the flawed ''Melee'' AI. The computer-controlled Bowser wants to attack Luigi with his [[Fire Breath]] but ignores the physics of the spinning blocks directly in front of him. Bowser then walks toward Luigi and attacks with Fire Breath again, expecting the solid ground to still be present, and [[self destruct]]s.]]
Despite great advancements in technology improving the accuracy of [[artificial intelligence]], the concept has yet to match, and may never match, human intelligence and behavior. While AI is designed to make independent decisions based on specific stimulants, they all invariably rely on some form of "if-then" script. While this can be effective with simple and straightforward interactions, adding more complicated prerequisites and contexts will inevitably lead to awkward interactions where the AI would behave different from a human due to the programmed logic being flawed and not accounting for such nuance.
Despite great advancements in technology improving the accuracy of [[artificial intelligence]], the concept has yet to match, and may never match, human intelligence and behavior. While AI is designed to make independent decisions based on specific stimulants, they all invariably rely on some form of "if-then" script. While this can be effective with simple and straightforward interactions, adding more complicated prerequisites and contexts will inevitably lead to awkward interactions where the AI would behave different from a human due to the programmed logic being flawed and not accounting for such nuance.


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{{main|List of flaws in artificial intelligence (SSB4)}}
{{main|List of flaws in artificial intelligence (SSB4)}}
[[File:SmashUAIShieldbreak.gif|thumb|250px|Example of a level nine CPU in ''Smash for Wii U'' (version 1.0.2) using its shield improperly, causing it to break.]]
[[File:SmashUAIShieldbreak.gif|thumb|250px|Example of a level nine CPU in ''Smash for Wii U'' (version 1.0.2) using its shield improperly, causing it to break.]]
===In pre version 1.0.5 of ''Super Smash Bros. for Nintendo 3DS''===
===In pre ver. 1.0.5 versions of ''Super Smash Bros. for Nintendo 3DS''===
In the first versions of {{for3ds}}, the AI remains mostly the same from ''Brawl'', retaining most of the improvements made to it from ''Melee''.
In the first versions of {{for3ds}}, the AI remains mostly the same from ''Brawl'', retaining most of the improvements made to it from ''Melee''.
One change is that CPUs are more prone to attacking foes after shielding or dodging attacks, especially with grabs and forward smashes, and CPU characters with [[counterattack]] special moves use them more prominently against any strong attacks when not in lag, being very precise with them. The AI in ''Smash 3DS'' is also slightly better at [[edgeguarding]], as characters without projectiles now edgeguard offstage more often (though those with projectiles will still usually attack from the edge, spamming them) by jumping a fair distance away from the edge and intercepting with an aerial or special attack (preferably those that [[meteor smash]]), while very rarely self-destructing like they did in previous games. CPUs in [[free-for-all]]s no longer follow human players only, now targeting other CPUs and fighting against each other if a human player is out of range, like in ''SSB'' and ''Melee'', though they still preferably target players with high damage percentages to earn KOs as soon as possible.
One change is that CPUs are more prone to attacking foes after shielding or dodging attacks, especially with grabs and forward smashes, and CPU characters with [[counterattack]] special moves use them more prominently against any strong attacks when not in lag, being very precise with them. The AI in ''Smash 3DS'' is also slightly better at [[edgeguarding]], as characters without projectiles now edgeguard offstage more often (though those with projectiles will still usually attack from the edge, spamming them) by jumping a fair distance away from the edge and intercepting with an aerial or special attack (preferably those that [[meteor smash]]), while very rarely self-destructing like they did in previous games. CPUs in [[free-for-all]]s no longer follow human players only, now targeting other CPUs and fighting against each other if a human player is out of range, like in ''SSB'' and ''Melee'', though they still preferably target players with high damage percentages to earn KOs as soon as possible.
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CPUs are more proficient using short-hopped aerial attacks, and will now always use [[out of shield]] [[up smash]]es when possible, improving their defensive game. They also choose better follow-up options when using certain attacks, more often following up their jabs with other moves (such as CPU {{SSB4|Fox}} following up his second jab with a grab, as well as {{SSB4|Captain Falcon}} with [[Falcon Dive]]), and finally, take the advantage to unleash a fully charged [[smash attack]] on a foe [[stun]]ned from a broken shield. They also notoriously [[combo]] their throws into aerials more often, with most CPU characters at high levels being programmed to always follow up their [[down throw]] with a specific aerial or special move, examples being {{SSB4|Luigi}} into his forward air or [[Luigi Cyclone]], or {{SSB4|Meta Knight}} into [[Shuttle Loop]].
CPUs are more proficient using short-hopped aerial attacks, and will now always use [[out of shield]] [[up smash]]es when possible, improving their defensive game. They also choose better follow-up options when using certain attacks, more often following up their jabs with other moves (such as CPU {{SSB4|Fox}} following up his second jab with a grab, as well as {{SSB4|Captain Falcon}} with [[Falcon Dive]]), and finally, take the advantage to unleash a fully charged [[smash attack]] on a foe [[stun]]ned from a broken shield. They also notoriously [[combo]] their throws into aerials more often, with most CPU characters at high levels being programmed to always follow up their [[down throw]] with a specific aerial or special move, examples being {{SSB4|Luigi}} into his forward air or [[Luigi Cyclone]], or {{SSB4|Meta Knight}} into [[Shuttle Loop]].


For the first time in the ''Super Smash Bros.'' series, CPUs in ''Smash for Wii U'' partaking in Team Battles will automatically and immediately [[Share stock|use any remaining stocks]] that other teammates have (as long as they are all CPUs as well), regardless of their level, increasing their chances of success.
For the first time in the ''Super Smash Bros.'' series, CPUs in ''Smash U'' partaking in Team Battles will automatically and immediately [[Share stock|use any remaining stocks]] that other teammates have (as long as they are all CPUs as well), regardless of their level, increasing their chances of success.


Despite all these improvements being made to the AI, though, it still possesses some flaws. CPUs still use projectiles more frequently than regular attacks when at far distances (allowing characters with chargeable special moves to freely charge against other characters with projectiles), and characters like {{SSB4|Wario}} and {{SSB4|Captain Falcon}} still tend to spam certain other special moves. They still seem to ignore character differences when doing certain actions; they may still roll often with characters like Yoshi and Samus (whose rolls are slow and easily punishable), use out of shield up smashes with those whose up smash is either slow (such as Ike) or has poor horizontal range (such as Mega Man), or favor their back throw or down throw as a KO throw and combo throw respectively, even if those throws are not the optimal choice in those situations (such as with {{SSB4|Bowser}}, who will not attempt any follow-up even if it does choose to use up throw). They are also prone to overdoing their throw combos (such as with Meta Knight, who will continue to attempt Shuttle Loop after down throw even at high percentages where it no longer works), as well as misspacing their attacks, either getting consistently shield-grabbed or whiff punished by potentially fatal attacks.
Despite all these improvements being made to the AI, though, it still possesses some flaws. CPUs still use projectiles more frequently than regular attacks when at far distances (allowing characters with chargeable special moves to freely charge against other characters with projectiles), and characters like {{SSB4|Wario}} and {{SSB4|Captain Falcon}} still tend to spam certain other special moves. They still seem to ignore character differences when doing certain actions; they may still roll often with characters like Yoshi and Samus (whose rolls are slow and easily punishable), use out of shield up smashes with those whose up smash is either slow (such as Ike) or has poor horizontal range (such as Mega Man), or favor their back throw or down throw as a KO throw and combo throw respectively, even if those throws are not the optimal choice in those situations (such as with {{SSB4|Bowser}}, who will not attempt any follow-up even if it does choose to use up throw). They are also prone to overdoing their throw combos (such as with Meta Knight, who will continue to attempt Shuttle Loop after down throw even at high percentages where it no longer works), as well as misspacing their attacks, either getting consistently shield-grabbed or whiff punished by potentially fatal attacks.

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