Flaws in artificial intelligence: Difference between revisions

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Common complaints include CPU AI, while being precise in execution at high levels, often behave predictably, usually having the exact same response to certain actions. The CPU can be easily [[bait]]ed by exploiting these predictable outcomes, such as whiff punishing and spamming [[approach attack]]s (such as [[Spin Dash]]) even if this can prove to be unsafe, as well as having poor recoveries and not properly recognizing stage hazards. CPU fighters also almost never use techniques that are complex or otherwise require specific timing, such as [[dash dancing]], [[chaingrab]]bing, and [[edge hop]]ping, nor use other such advanced techniques like [[L-cancel]]ing, [[wave dash]]ing, and [[DACUS]]ing, which are crucial for achieving strong results in competitive play, in addition to never changing their playstyle, preventing players from adapting to different battle tactics. In all ''Smash'' games, CPUs also ignore when [[team attack]] is turned on in [[Team Battle]]s, causing them to inadvertently use powerful attacks near teammates at high damage and KO them, making CPUs impractical for Team Battles with tournament settings.
Common complaints include CPU AI, while being precise in execution at high levels, often behave predictably, usually having the exact same response to certain actions. The CPU can be easily [[bait]]ed by exploiting these predictable outcomes, such as whiff punishing and spamming [[approach attack]]s (such as [[Spin Dash]]) even if this can prove to be unsafe, as well as having poor recoveries and not properly recognizing stage hazards. CPU fighters also almost never use techniques that are complex or otherwise require specific timing, such as [[dash dancing]], [[chaingrab]]bing, and [[edge hop]]ping, nor use other such advanced techniques like [[L-cancel]]ing, [[wave dash]]ing, and [[DACUS]]ing, which are crucial for achieving strong results in competitive play, in addition to never changing their playstyle, preventing players from adapting to different battle tactics. In all ''Smash'' games, CPUs also ignore when [[team attack]] is turned on in [[Team Battle]]s, causing them to inadvertently use powerful attacks near teammates at high damage and KO them, making CPUs impractical for Team Battles with tournament settings.


On the other end of the spectrum, sometimes CPU characters are too precise in execution, being able to quickly react and punish to a nearly unfair degree. Common complaints include beimg able to [[perfect shield]] almost any attack, reflect projectiles with little hesitation, counterattack out of [[knockback]] the instant it can act, and land or control attacks that human players would find difficult such as {{SSBB|Pikachu}}'s [[Volt Tackle]] and {{SSB4|Ryu}}'s special moves with his ''Street Fighter'' inputs, all five games are known for having CPUs that have flawed programming even when set to the highest level setting. This is due to the intelligence of CPUs being limited to the capacit
On the other end of the spectrum, sometimes CPU characters are too precise in execution, being able to quickly react and punish to a nearly unfair degree. Common complaints include being able to [[perfect shield]] almost any attack, reflect projectiles with little hesitation, counterattack out of [[knockback]] the instant it can act, and land or control attacks that human players would find difficult such as {{SSBB|Pikachu}}'s [[Volt Tackle]] and {{SSB4|Ryu}}'s special moves with his ''Street Fighter'' inputs, all five games are known for having CPUs that have flawed programming even when set to the highest level setting. This is due to the intelligence of CPUs being limited to the capacity of their programming and are unable to adapt to new problems and situations that a human would.


==''Super Smash Bros.''==
==''Super Smash Bros.''==