Talk:List of flaws in artificial intelligence (SSB4)
i was fighting a big team of lvl 8 jigglypuff and whenever i was on the revival platform, they would keep dodging. i'm Valehd the smashbro pro!(talk)tawlk 2 teh catholic pokemon master 20:37, 18 April 2015 (EDT)
After playing 1.0.7 for a while, I feel that the AI has improved in several areas, most notably recovery. They don't air dodge to their death or float near the ledge nearly as often (Peach still does though). Can anybody confirm this? b2jammer (talk) 12:05, 18 May 2015 (EDT)
- This is the reason why I have not done table formatting for the smash 4 list yet. As updates continue to be released, things are bound to change. I do not know for sure that the AI has changed, but I do feel like, until things start getting quiet, that kind of formatting should not occur just yet. However, changes in flaws in the AI should still be reported here. We just need a solid confirmation for each one.Serpent King (talk) 14:09, 18 May 2015 (EDT)
- I suppose we could separate AI flaws by version rather by system, as the only time the AI differed between 3DS and Wii U was before 1.0.5. Waiting for updates to die down for a while is probably for the best, though. b2jammer (talk) 14:39, 18 May 2015 (EDT)
- Not a bad idea, but this will make one hell of a large page. Also, is it possible to get earlier updates? Serpent King (talk) 00:10, 19 May 2015 (EDT)
A bit overly human-biased?
Reading some of these "flaws", I have to wonder at what people are considering their basis for what defines that. For example, I notice the one in Smash WiiU about how Lv. 6 and under AIs do certain things, and this is a "flaw"; while to an extent I can see what they mean, others I look at and have to say "well, duh, that's part of the effect of being lower-level than a Lv. 9: Making mistakes." Also, I find it very hard to class "AIs tending to fight other AIs on a large stage rather than pursuing a human player" a flaw; this is not an AI flaw, that's a human bias. The AI is playing the game more the way it's meant to be: fighting your opponents (regardless of what players themselves believe to be "the point of the game", ie: winning); also, there's an obviously good reason to fight those that are near them, as they are the immediate threat, and risk getting attacked and taking further damage from trying to pursue a further opponent. To note, this is actually a fix of the AI from past games, where the AIs would generally mass-attack human players regardless of any other situation; they now treat the situation more properly with all opponents being opponents. The AI also doesn't fight "to win", so doesn't track things like Stock/Point advantage. It simply fights, which isn't a flaw, but the point. Advanced fighting strategies are left to the humans, as the AIs are just there to be opponents. Jarie Suicune (talk) 23:47, 21 June 2015 (EDT)
- I agree with the attacking the closest fighter not being a flaw thing...but the lower level flaws are still flaws. Serpent King (talk) 00:43, 22 June 2015 (EDT)
Wii U flaws and Team flaws
Planning on revamping this
As you might have noticed, I'm the one who made different templates for both Smash 3DS and Smash U's AI, back when the AI between those was different, since this article was really incomplete before I edited it.
But now, with all those updates changing the AI and making it the same between both games, I'm planning on organising the article in a distinct, more understandable way, with more complete explanations of the games and versions in which the flaws occur. As such, I'm planning on revamping the article, especially the flaw charts, now making only one for both games, but sorted out like this:
|Recovery||CPU Captain Falcon, Ganondorf and Pac-Man never use their side specials to recover.|
|(pre-1.0.6) CPUs of characters with multiple midair jumps often intentionally hover by the ledge using up all of them before grabbing it, instead of simply getting back to the stage, leaving themselves open to subsequent gimps.|
|CPUs will never avoid or fight off edgeguarders during their recovery, making them much easier to KO than human players.||All|
As you see, descriptions now have the symbols to indicate the game: means both games, means Wii U (and 3DS from 1.0.5 onward), and means 3DS prior to 1.0.5. In other cases, the games' versions in which the flaw occurs are listed next to the Smash symbol, like in the 2nd flaw above. The article will look much better this way, allowing readers to know much better what flaw occurs in what game and what version. I'm as well planning to add many other notable flaws I found, and remove those that have no clear explanation or aren't really significant (e.g. the level 6 CPU ones: lower level CPUs are supposed to be bad, so having that would just flood this article for no reason).
Ok, work done. Now the only thing left is some gifs or videos about the AI flaws listed, though I unfortunately don't have any quality recorders so I can't contribute with that. DracoRexKing 16:49, 1 August 2015 (EDT)
Is it just me or...
In the midst of an 8-Player Smash, Mega Man and Lucas seem to always aim their Metal Blade (all variants, especially Hyper Bomb) and PK Freeze towards the player, even when there's CPUs right next to them Kirby's Crazy Appetite ~ 15:48, 23 June 2016 (EDT)
Limit break cancel
Cancelling limit charge with an attack is technically an exploit that only players can use. It is not programmed into has AI meaning CPU Cloud's are incapable of doing this. The Smashbox (talk) 10:12, 31 July 2016 (EDT)
Just out of curiosity
What about the page makes the outdated tag ring true?