Flaws in artificial intelligence: Difference between revisions

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The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognize [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take stocks out of them if a strong projectile is absorbed/reflected.
The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognize [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take stocks out of them if a strong projectile is absorbed/reflected.


[[File:YoshiDoesntNoticeTrap.gif|thumbnail|A Yoshi CPU walks into its own Motion-Sensor Bomb.]]
[[File:YoshiDoesntNoticeTrap.gif|thumb|A Yoshi CPU walks into its own Motion-Sensor Bomb.]]
CPUs in ''SSB'' are also well known for their tendency to use [[item]]s excessively. Regardless of the CPU level and item, when an item appears, CPUs will completely ignore foes and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in ''SSB''. They also fail to recognize certain items when they are active, often walking into their own [[Bumper]]s or [[Motion-Sensor Bomb]]s, resulting in self-destructs. They similarly have poor understandings of numerous stages, persistently running into walls and walking into hazards such as the tornadoes on [[Hyrule Castle]].
CPUs in ''SSB'' are also well known for their tendency to use [[item]]s excessively. Regardless of the CPU level and item, when an item appears, CPUs will completely ignore foes and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in ''SSB''. They also fail to recognize certain items when they are active, often walking into their own [[Bumper]]s or [[Motion-Sensor Bomb]]s, resulting in self-destructs. They similarly have poor understandings of numerous stages, persistently running into walls and walking into hazards such as the tornadoes on [[Hyrule Castle]].