Flaws in artificial intelligence: Difference between revisions

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Despite great advancements in technology improving the accuracy of [[artificial intelligence]], the concept has yet to match, and may never match, human intelligence and behavior. While AI is designed to make independent decisions based on specific stimulants, they all invariably rely on some form of "if-then" script. While this can be effective with simple and straightforward interactions, adding more complicated prerequisites and contexts will inevitably lead to awkward interactions where the AI would behave different from a human due to the programmed logic being flawed and not accounting for such nuance.
Despite great advancements in technology improving the accuracy of [[artificial intelligence]], the concept has yet to match, and may never match, human intelligence and behavior. While AI is designed to make independent decisions based on specific stimulants, they all invariably rely on some form of "if-then" script. While this can be effective with simple and straightforward interactions, adding more complicated prerequisites and contexts will inevitably lead to awkward interactions where the AI would behave different from a human due to the programmed logic being flawed and not accounting for such nuance.


In games with as complicated interactions as the ''Super Smash Bros.'' series, the flaws in AI behavior are found quickly and become very apparent. There are many complaints surrounding the poor artificial intelligence of computer players in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', both of which are notorious for using AI that is seemingly unable to play the game properly and almost never uses basic options like [[shield]]ing or [[dodging]] attacks, and as well having poor recoveries involving use of only their [[up special]] (except for {{SSBM|Luigi}}, who only uses [[Green Missile]] for recovery regardless of circumstances). ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', while greatly improving on the foundation of the previous games, have also received attention to their flawed AI system; in all five games, particularly noteworthy and amusing AI flaws have been uploaded to YouTube, often with the caption that the "AI is just too good".
In games with as complicated interactions as those in the ''Super Smash Bros.'' series, the flaws in AI behavior are found quickly and become very apparent, even when set to the highest level. There are many complaints surrounding the poor artificial intelligence of computer players in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', both of which are notorious for using AI that is seemingly unable to play the game properly and almost never uses basic options like [[shield]]ing or [[dodging]] attacks, and as well having poor recoveries involving use of only their [[up special]] (except for {{SSBM|Luigi}}, who only uses [[Green Missile]] for recovery regardless of circumstances). ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', while greatly improving on the foundation of the previous games, have also received attention to their flawed AI system; in all five games, particularly noteworthy and amusing AI flaws have been uploaded to YouTube, often with the caption that the "AI is just too good".


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. CPUs additionally are unable to learn or adapt to different situations the same way a human player would, resulting in them never changing their playstyle, and preventing players from adapting to different battle tactics. CPU fighters also cannot use any techniques they were not programmed with, 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 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 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 player would.
On the other end of the spectrum, although CPUs do not frequently use techniques that are complex or otherwise require specific timing, they can be very precise with the tactics they do use that require such. Since CPUs have what is essentially frame perfect button inputs and reaction times, they can 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 to use such as {{SSBB|Pikachu}}'s [[Volt Tackle]] and {{SSB4|Ryu}}'s special moves with his ''Street Fighter'' inputs.


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