Flaws in artificial intelligence: Difference between revisions

(→‎Super Smash Bros. Ultimate: This is so kooky...)
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The effectiveness of CPU players were enough to gain slight notoriety within the community and Nintendo themselves, with the official [[List_of_updates_(SSBU)#1.2.0|1.2.0 Patch]] reducing the difficulty of CPUs in "Challenger Approaching" matches to make unlocking new fighters easier.  
The effectiveness of CPU players were enough to gain slight notoriety within the community and Nintendo themselves, with the official [[List_of_updates_(SSBU)#1.2.0|1.2.0 Patch]] reducing the difficulty of CPUs in "Challenger Approaching" matches to make unlocking new fighters easier.  


In spite of all the improvements made to the AI, CPU-controlled players are still flawed in many ways. Some of these problems return from ''Smash 4'' despite their frequency in the previous game: several CPUs still retain their inability to recover, such as Little Mac (CPUs will never use his now-buffed [[Jolt Haymaker]] to extend his recovery alongside [[Rising Uppercut]]) and {{SSBU|Bayonetta}} (CPUs still fail to use [[After Burner Kick]] after a [[Witch Twist]], therefore dying extremely early). CPUs controlling fighters with projectiles will still only use them at a certain distance most of the time, most notoriously with {{SSBU|Falco}} or {{SSBU|Cloud}}, the latter of which will still launch a [[Blade Beam]] at far enough distances even if it means expending a charged [[Limit Break|Limit Gauge]]). Those with specific KO throws will still depend on their [[back throw]] to KO at high percentages, regardless of positioning or effectiveness of the throw compared to others, and CPUs will still [[pummel]] extremely slowly despite the increase to [[pummel]] speeds. As with previous games, higher-leveled CPUs can also be baited to use laggy moves or dodges to put them in an instant disadvantage, such as shielding to force a CPU {{SSBU|Incineroar}} to attempt an [[Alolan Whip]], or using a quick aerial to make them waste their [[air dodge]], which can no longer be spammed in ''Ultimate''.
In spite of all the improvements made to the AI, CPU-controlled players are still flawed in many ways. Some of these problems return from ''Smash 4'' despite their frequency: several CPUs still retain their inability to recover, such as Little Mac (CPUs will never use his now-buffed [[Jolt Haymaker]] to extend his recovery alongside [[Rising Uppercut]]) and {{SSBU|Bayonetta}} (CPUs still fail to use [[After Burner Kick]] after a [[Witch Twist]], therefore dying extremely early). CPUs controlling fighters with projectiles will still only use them at a certain distance most of the time, most notoriously with {{SSBU|Cloud}}, who will still launch a [[Blade Beam]] at far enough distances even if it means expending a charged [[Limit Break|Limit Gauge]]). Those with specific KO throws will still depend on their [[back throw]] to KO at high percentages, regardless of positioning or effectiveness of the throw compared to others, and CPUs will still [[pummel]] extremely slowly despite the increase to [[pummel]] speeds. As with previous games, higher-leveled CPUs can also be baited to use laggy moves or dodges to put them in an instant disadvantage, such as shielding to force a CPU {{SSBU|Incineroar}} to attempt an [[Alolan Whip]], or using a quick aerial to make them waste their [[air dodge]], which can no longer be spammed in ''Ultimate''.


Much like in previous games, higher-leveled CPU players will always attempt to target human players first instead of other CPU players, even if they are closer; this commonly enables single-player Free-For-Alls to turn into frame-perfect combo sessions with the human player being the sole target, even if CPUs are standing right next to each other. Conversely, CPUs will not have the same quick reaction times if pit against other CPUs, with the exception of while edgeguarding, and will spread out their targets.
Despite their new edgeguarding strengths, CPU players now act ''inclined'' to do so: if only high-level CPUs are in play, all of them will eventually flock towards an edge to edgeguard one CPU, which causes a long loop of fighters attempting to edgeguard each other. This occurs even if the CPU has no reason to edgeguard in the first place; for example, if they have a very exploitable or weak recovery, or while fighting another nearby CPU (in fact, both CPUs would slowly move towards the edge to edgeguard an offstage opponent).
 
Much like in previous games, higher-leveled CPU players will always attempt to target human players first instead of other CPU players, even if they are closer; this commonly turns single-player Free-For-Alls into frame-perfect combo sessions with the human player being the sole target, even if CPUs are standing right next to each other. Conversely, CPUs will not have the same quick reaction times if pit against other CPUs, with the exception of while edgeguarding, and will spread out their targets.


Finally, some new problems now exist, including CPU-controlled {{SSBU|Chrom}}s walking offstage for seemingly no reason only to be unable to recover and plummet to their death with [[Soaring Slash]], or CPUs freezing on the spot after KOing a human player during a 1v1 match, performing frame-perfect dash dances until approached.
Finally, some new problems now exist, including CPU-controlled {{SSBU|Chrom}}s walking offstage for seemingly no reason only to be unable to recover and plummet to their death with [[Soaring Slash]], or CPUs freezing on the spot after KOing a human player during a 1v1 match, performing frame-perfect dash dances until approached.
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