List of flaws in artificial intelligence (SSBB): Difference between revisions

since you guys kept my paragraphing of the melee version of this article, i figured i'd split things into paragraphs here too. i also fixed a bit of spelling here and there.
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(since you guys kept my paragraphing of the melee version of this article, i figured i'd split things into paragraphs here too. i also fixed a bit of spelling here and there.)
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In ''Super Smash Bros. Brawl'', the AI is generally more proficient with character recoveries, most prominently {{SSBB|Luigi}}. If a human player gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they will 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. They also recognize and use all items as well, unlike in ''Melee''. Additionally, CPUs can now properly charge up or hold smash attacks and special attacks, among others, and choose more alternatives when using certain attacks, such as Kirby spitting out characters more often, Link using his [[grab aerial]] and the second hit of his [[forward smash]], Marth using other variations of [[Dancing Blade]], and Peach mostly [[Float|auto floating]] to use [[aerial attack]]s against grounded opponents; they will as well try to [[reflect]] or [[absorb]] any projectiles they can with their special moves, and actually use [[counterattack]]s against foes instead of just ignoring them. CPUs can now properly use aerials to attack grounded foes rather than just attacking from land, and will always punish attacking opponents with [[shield grab]]s when possible, rather than just rolling away or dropping their shield after defending from an attack like in previous games. Their taunting habits are less flawed than in ''Melee'', as they don't use them if there are other enemies or obstacles, and they won't taunt if the player just escapes from them after they respawn (though they are now burlier than before, taunting even if their foe just self-destructs). Additionally, CPUs in ''Brawl'' are much better at defending, as they sidestep and roll more often, and, with the change of air dodges, also use this technique properly, as well as being almost impossible for a human player to break a CPU's shield, and high-level CPUs almost always [[tech]]ing on any solid surface when launched a far distance. Plus, when a Hammer, [[Superspicy Curry]], Starman, dangerous [[Poké Ball|Poké Ball Pokémon]] or [[Assist Trophy]], or [[Final Smash]] is being used by a foe, high-level CPUs will stay on their revival platforms if they were KO'd, instead of just reentering the fight instantly like in the previous games. Another notable change is that, when a high-valued [[item]] appears, instead of just ceasing fighting to go for it, CPUs now try to repel any other character trying to get it, and if it appears too far from them, they will just ignore it and battle as usual (except for the Smash Ball).
In ''Super Smash Bros. Brawl'', the AI is generally more proficient with character recoveries, most prominently {{SSBB|Luigi}}. If a human player gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they will 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. They also recognize and use all items as well, unlike in ''Melee''.
 
Additionally, CPUs can now properly charge up or hold smash attacks and special attacks, among others, and choose more alternatives when using certain attacks, such as Kirby spitting out characters more often, Link using his [[grab aerial]] and the second hit of his [[forward smash]], Marth using other variations of [[Dancing Blade]], and Peach mostly [[Float|auto floating]] to use [[aerial attack]]s against grounded opponents; they will as well try to [[reflect]] or [[absorb]] any projectiles they can with their special moves, and actually use [[counterattack]]s against foes instead of just ignoring them. CPUs can now properly use aerials to attack grounded foes rather than just attacking from land, and will always punish attacking opponents with [[shield grab]]s when possible, rather than just rolling away or dropping their shield after defending from an attack like in previous games.
 
Their taunting habits are less flawed than in ''Melee'', as they don't use them if there are other enemies or obstacles, and they won't taunt if the player just escapes from them after they respawn (though they are now burlier than before, taunting even if their foe just self-destructs).
 
Additionally, CPUs in ''Brawl'' are much better at defending, as they sidestep and roll more often, and, with the change of air dodges, also use this technique properly, as well as being almost impossible for a human player to break a CPU's shield, and high-level CPUs almost always [[tech]]ing on any solid surface when launched a far distance. Plus, when a Hammer, [[Superspicy Curry]], Starman, dangerous [[Poké Ball|Poké Ball Pokémon]] or [[Assist Trophy]], or [[Final Smash]] is being used by a foe, high-level CPUs will stay on their revival platforms if they were KO'd, instead of just reentering the fight instantly like in the previous games.
 
Another notable change is that, when a high-valued [[item]] appears, instead of just ceasing fighting to go for it, CPUs now try to repel any other character trying to get it, and if it appears too far from them, they will just ignore it and battle as usual (except for the Smash Ball).


A new feature in [[Training Mode]] allows the computer's level to be selected. The AI is 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. Other CPU modalities can also be improved by raising the AI level. For each CPU level, the game gives an adjective to describe its skill, from levels 1 to 9: '''Puny''', '''Wimpy''', '''Weak''', '''Normal''', '''Hardy''', '''Strong''', '''Burly''', '''Mighty''' and '''Nasty'''.
A new feature in [[Training Mode]] allows the computer's level to be selected. The AI is 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. Other CPU modalities can also be improved by raising the AI level. For each CPU level, the game gives an adjective to describe its skill, from levels 1 to 9: '''Puny''', '''Wimpy''', '''Weak''', '''Normal''', '''Hardy''', '''Strong''', '''Burly''', '''Mighty''' and '''Nasty'''.


The flaws in ''Brawl'''s artificial intelligence are considerably lesser and less recurrent than in ''Melee'', but they can still be potent. Computer players still tend to be easier to KO and [[edge-guard]] than the average human player, even when set to level 9, due to not utilising survival techniques such as [[DI]] and usually not fighting back when being edge-guarded. CPUs do, however, [[air dodge]] when sent flying, which provides minimal cushioning for knockback although usually not enough to save them. Computer players sometimes have difficulty avoiding certain stage hazards (most notably on [[Halberd]]), and are prone to self destructing in scrolling stages, such as the [[Past and Melee Stages|Melee Stages]] [[Rainbow Cruise]] and [[Big Blue]]. They have generally poor edge-guarding abilities (though unlike the previous two games, self destructing while attempting to edge-guard is very rare), and will usually stand on the ledge and spam projectiles when the player is recovering; they will usually attack offstage intentionally only with characters that have multiple jumps, such as {{SSBB|Meta Knight}}. And while they are better at recovering than in the previous game, computer players still underutilise 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 [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage.
The flaws in ''Brawl'''s artificial intelligence are considerably lesser and less recurrent than in ''Melee'', but they can still be potent. Computer players still tend to be easier to KO and [[edge-guard]] than the average human player, even when set to level 9, due to not utilizing survival techniques such as [[DI]] and usually not fighting back when being edge-guarded. CPUs do, however, [[air dodge]] when sent flying, which provides minimal cushioning for knockback although usually not enough to save them. Computer players sometimes have difficulty avoiding certain stage hazards (most notably on [[Halberd]]), and are prone to self destructing in scrolling stages, such as the [[Past and Melee Stages|Melee Stages]] [[Rainbow Cruise]] and [[Big Blue]]. They have generally poor edge-guarding abilities (though unlike the previous two games, self destructing while attempting to edge-guard is very rare), and will usually stand on the ledge and spam projectiles when the player is recovering; they will usually attack offstage intentionally only with characters that have multiple jumps, such as {{SSBB|Meta Knight}}. And while they are better at recovering than in the previous game, computer players still underutilize 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 [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage.


Computer players additionally tend to play strangely in complex custom stages, and in overly large and complex stages like [[New Pork City]] and [[75 m]], where they might stand in a place attacking nothing, or unintentionally self-destruct navigating platforms and hazards. And, despite recognising items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own explosives, or inadvertently attacking a [[Blast Box]] and being KO'd by it. They still seem to ignore when [[Team Attack]] is on, continuing their assaults even when allies are in harms way as though Team Attack was off, which can cause them to hurt or even KO their own allies.
Computer players additionally tend to play strangely in complex custom stages, and in overly large and complex stages like [[New Pork City]] and [[75 m]], where they might stand in a place attacking nothing, or unintentionally self-destruct navigating platforms and hazards. And, despite recognizing items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own explosives, or inadvertently attacking a [[Blast Box]] and being KO'd by it. They still seem to ignore when [[Team Attack]] is on, continuing their assaults even when allies are in harms way as though Team Attack was off, which can cause them to hurt or even KO their own allies.


Aside from being flawed as stated above, in [[Free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in them following each other in lockstep.
Aside from being flawed as stated above, in [[Free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in them following each other in lockstep.
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4. Examples are ordered, so when putting down an example, make sure it fits the order. The order goes: general flaws > character specific flaws > item related flaws > stage related flaws > character + specific stage flaw.-->
4. Examples are ordered, so when putting down an example, make sure it fits the order. The order goes: general flaws > character specific flaws > item related flaws > stage related flaws > character + specific stage flaw.-->
<!--General Flaws-->
<!--General Flaws-->
*CPUs still underutilise the recoveries of several characters:
*CPUs still underutilize the recoveries of several characters:
**A CPU {{SSBB|Ness}} or {{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 them to recover successfully. This is especially noticeable on {{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's lips.
**A CPU {{SSBB|Ness}} or {{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 them to recover successfully. This is especially noticeable on {{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's lips.
***A CPU Lucas will also never use his [[grab aerial]] for recovery.
***A CPU Lucas will also never use his [[grab aerial]] for recovery.
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