Flaws in artificial intelligence: Difference between revisions

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(→‎Super Smash Bros. Ultimate: I added some of these before, and it's been a while so I'm going to update this.)
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As with all previous games, the AI has been improved dramatically from the transition to ''[[Super Smash Bros. Ultimate]]''. While many changes were ported from ''Super Smash Bros. for Wii U'', some new changes have addressed their previous issues alongside the addition of new improvements, though flaws in their programming are still apparent and easily exploitable once learned.
As with all previous games, the AI has been improved dramatically from the transition to ''[[Super Smash Bros. Ultimate]]''. While many changes were ported from ''Super Smash Bros. for Wii U'', some new changes have addressed their previous issues alongside the addition of new improvements, though flaws in their programming are still apparent and easily exploitable once learned.


One of the most drastic improvements involve their efficiency: CPUs now perform far better even at lower difficulty levels, with added aggression and reaction times even at as low as level 2. They are especially notorious for their [[edgeguarding]] abilities near ledges due to these improvements: against recovering opponents, they will go off ledges to edgeguard with attacks instead of waiting on-stage. While recovering, they are programmed to attack back while in the air, throwing out aerials against opponents standing near ledges, and reducing their own vulnerability to edgeguarding. This makes attacking recovering CPUs extremely risky, as it can mean getting hit by a stray aerial, or even being reverse-edgeguarded; it is common to go offstage to edgeguard a vulnerable CPU, only to get meteor smashed or back aired to the player's death. In contrast to the previous games, CPUs will even act in anticipation of attacks at higher levels, compared to the reaction-based responses of previous CPUs; this includes shielding or [[spotdodging]] early to dodge potential attacks, using ledge attacks or rolls to avoid players using neutral infinites at a ledge, and waiting out [[counterattack]]s to punish their endlag. Due to the extended tech windows of ''Ultimate'', attempting an edgeguard or [[jab reset]] will usually result in the CPU successfully teching, as they only do so when they were already using a dodge to avoid an attack that happened to be within teching distance. As a result, CPU players are less predictable and harder to fend off in general, especially in conjunction with their fast response times.
One of the most drastic improvements involve their efficiency: CPUs now perform far better even at lower difficulty levels, with added aggression and reaction times even at as low as level 2. They are especially notorious for their [[edgeguarding]] abilities near ledges due to these improvements: against recovering opponents, they will go off ledges to edgeguard with attacks instead of waiting on-stage. While recovering, they are programmed to attack back while in the air, throwing out aerials against opponents standing near ledges, and reducing their own vulnerability to edgeguarding. This makes attacking recovering CPUs extremely risky, as it can mean getting hit by a stray aerial, or even being reverse-edgeguarded; it is common to go offstage to edgeguard a vulnerable CPU, only to get meteor smashed or back aired to the player's death. In contrast to the previous games, CPUs will even act in anticipation of attacks at higher levels, compared to the reaction-based responses of previous CPUs; this includes shielding or [[spotdodging]] early to dodge potential attacks, using ledge attacks or rolls to avoid players using neutral infinites at a ledge, and waiting out [[counterattack]]s to punish their endlag. Due to the extended tech windows of ''Ultimate'', attempting a [[stage spike]] or [[jab reset]] will usually result in the CPU successfully teching, as they only do so when they were already using a dodge to avoid an attack that happened to be within teching distance. As a result, CPU players are less predictable and harder to fend off in general, especially in conjunction with their fast response times.


CPUs have also been programmed to take advantage of the new game mechanics: for example, the changes to [[perfect shield]] mechanic do not affect their ability to perfect shield extremely often. CPUs playing fighters with character-specific advantages will now actively take advantage of them (for example, {{SSBU|Snake}} using his [[C4]] to extend his recovery). Characters with new abilities, such as {{SSBU|Link}} with his [[Remote Bomb Rune]], now have new attack patterns associated with them as well. Infamously, CPUs with strong attacks that have a difficult-to-hit sweetspot (such as {{SSBU|Luigi}}, {{SSBU|Mega Man}} and {{SSBU|Kazuya}} with [[Super Jump Punch]], up tilt and uncrouching attack, respectively) will actively respond to close-range encounters by using those attacks, allowing them to land difficult moves to an inhuman degree.
CPUs have also been programmed to take advantage of the new game mechanics: for example, the changes to [[perfect shield]] mechanic do not affect their ability to perfect shield extremely often. CPUs playing fighters with character-specific advantages will now actively take advantage of them (for example, {{SSBU|Snake}} using his [[C4]] to extend his recovery). Characters with new abilities, such as {{SSBU|Link}} with his [[Remote Bomb Rune]], now have new attack patterns associated with them as well. Infamously, CPUs with strong attacks that have a difficult-to-hit sweetspot (such as {{SSBU|Luigi}}, {{SSBU|Mega Man}} and {{SSBU|Kazuya}} with [[Super Jump Punch]], up tilt and uncrouching attack, respectively) will actively respond to close-range encounters by using those attacks, allowing them to land difficult moves to an inhuman degree.
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