Flaws in artificial intelligence: Difference between revisions

→‎Super Smash Bros. Melee: Puff never user her side b to recover in melee, only up b, which is odd because sing stops her aeriel momentum and makes her fail a recovery that was possible if she hadn't used sing.
No edit summary
(→‎Super Smash Bros. Melee: Puff never user her side b to recover in melee, only up b, which is odd because sing stops her aeriel momentum and makes her fail a recovery that was possible if she hadn't used sing.)
Line 32: Line 32:
The AI in ''Super Smash Bros. Melee'' is also notorious for how flawed it is. CPU now have an even poorer [[approach]], always [[walk]]ing towards the player while periodically using projectiles, then [[spam]]ming their [[dash grab]] and jabs at close range, rarely using tilts or smashes outside specific situations. Unlike in ''SSB'', CPUs never [[dash]] at all other than for using dash grabs and [[dash attack]]s, and perform them instantly during the first frames of the initial dash, thus barely moving themselves forward at all. They additionally never charge smash attacks (the {{SSBM|Ice Climbers}}' forward smash being the sole exception), and still won't attempt to attack grounded foes with aerials. CPUs also have a tendency to overuse other moves of specific characters, such as {{SSBM|Ganondorf}}'s [[Dark Dive]], {{SSBM|Zelda}}'s [[down tilt]], {{SSBM|Yoshi}}'s [[Egg Lay]] and {{SSBM|Mr. Game & Watch}}'s dash attack. Some characters are programmed to have bad follow-ups: {{SSBM|Captain Falcon}} for example will always use a down-throw followed by a [[Raptor Boost]] after a grab which rarely hits (depending on character, percentage and DI) and result in a self-destruct when done near the ledge. The overuse of jabs and grabs causes CPUs in ''Melee'' to generally have poor KOing abilities, as these moves are significantly weak in comparison to the smash attacks CPUs often used in ''SSB''.
The AI in ''Super Smash Bros. Melee'' is also notorious for how flawed it is. CPU now have an even poorer [[approach]], always [[walk]]ing towards the player while periodically using projectiles, then [[spam]]ming their [[dash grab]] and jabs at close range, rarely using tilts or smashes outside specific situations. Unlike in ''SSB'', CPUs never [[dash]] at all other than for using dash grabs and [[dash attack]]s, and perform them instantly during the first frames of the initial dash, thus barely moving themselves forward at all. They additionally never charge smash attacks (the {{SSBM|Ice Climbers}}' forward smash being the sole exception), and still won't attempt to attack grounded foes with aerials. CPUs also have a tendency to overuse other moves of specific characters, such as {{SSBM|Ganondorf}}'s [[Dark Dive]], {{SSBM|Zelda}}'s [[down tilt]], {{SSBM|Yoshi}}'s [[Egg Lay]] and {{SSBM|Mr. Game & Watch}}'s dash attack. Some characters are programmed to have bad follow-ups: {{SSBM|Captain Falcon}} for example will always use a down-throw followed by a [[Raptor Boost]] after a grab which rarely hits (depending on character, percentage and DI) and result in a self-destruct when done near the ledge. The overuse of jabs and grabs causes CPUs in ''Melee'' to generally have poor KOing abilities, as these moves are significantly weak in comparison to the smash attacks CPUs often used in ''SSB''.


AI players still have a notably lackluster recovery: while they won't give up on recoveries like they did in ''SSB'', they still recover in a basic and predictable pattern with only their up special (or only side special with {{SSBM|Luigi}} and {{SSBM|Jigglypuff}}), never using alternate methods like [[side special]]s or [[wall-grapple]]s, which causes them to fail many recoveries that were possible, while making no effort at all to fight off edgeguarders. This results in CPUs being extremely easy to edgeguard, which is exacerbated by ''Melee''{{'}}s edgeguarding friendly physics. While they do possess precise [[meteor cancel]] abilities at even level 1, they are very easily beaten by other edgeguarding techniques, such as [[Wall of Pain|walls of pain]] or [[spike]]s.
AI players still have a notably lackluster recovery: while they won't give up on recoveries like they did in ''SSB'', they still recover in a basic and predictable pattern with only their up special (or only side special with {{SSBM|Luigi}}), never using alternate methods like [[side special]]s or [[wall-grapple]]s, which causes them to fail many recoveries that were possible, while making no effort at all to fight off edgeguarders. This results in CPUs being extremely easy to edgeguard, which is exacerbated by ''Melee''{{'}}s edgeguarding friendly physics. While they do possess precise [[meteor cancel]] abilities at even level 1, they are very easily beaten by other edgeguarding techniques, such as [[Wall of Pain|walls of pain]] or [[spike]]s.


The AI in ''Melee'' also makes poor use of [[shield]]s and defensive maneuvers in general, even worse than in ''SSB'': it will almost never shield or dodge attacks even at level 9 (never [[sidestep]]ping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's [[charge]]d attack, or even a slow and punishable but powerful attack like a [[Falcon Punch]]. The AI will only sidestep if it is on a [[soft platform]] and wants to both fall through the platform and [[shield]] an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with [[powershield]]ing, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: [[Bowser Bomb]], {{SSBM|Bowser}}'s up smash, [[Yoshi Bomb]], [[Dancing Blade]] and the uppercut of [[Raptor Boost]]. They still do this to a fault however, as in the former case, CPUs will prioritise reflecting projectiles over anything else and stand in place shielding even if that causes them to break their shield, and in the latter case, they often make basic dodging choices with their rolls or [[air dodge]]s, sometimes even rolling towards edges or air dodging straight into the attack, getting hit anyway.
The AI in ''Melee'' also makes poor use of [[shield]]s and defensive maneuvers in general, even worse than in ''SSB'': it will almost never shield or dodge attacks even at level 9 (never [[sidestep]]ping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's [[charge]]d attack, or even a slow and punishable but powerful attack like a [[Falcon Punch]]. The AI will only sidestep if it is on a [[soft platform]] and wants to both fall through the platform and [[shield]] an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with [[powershield]]ing, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: [[Bowser Bomb]], {{SSBM|Bowser}}'s up smash, [[Yoshi Bomb]], [[Dancing Blade]] and the uppercut of [[Raptor Boost]]. They still do this to a fault however, as in the former case, CPUs will prioritise reflecting projectiles over anything else and stand in place shielding even if that causes them to break their shield, and in the latter case, they often make basic dodging choices with their rolls or [[air dodge]]s, sometimes even rolling towards edges or air dodging straight into the attack, getting hit anyway.