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 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".
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; all five games are known to have computer players exhibit many of the same flaws, such as whiff punishing and spamming [[approach attack]]s (such as [[Spin Dash]]) even if it is unsafe, as well as having poor recoveries and not properly recognizing stage hazards. Particularly noteworthy and amusing AI flaws are often publicized on the Internet, with videos on YouTube frequently being captioned 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. 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.
The most common complaint about computer players is that the "if-then" logic of their programming leads to their behavior being predictable, usually having the exact same response to certain actions. These behaviors can be exploited by human players, such as putting them in a position where they fall off the stage due to not using their recovery options in the most optimal way. Since CPUs are unable to learn or adapt the same way a human player would, they never change their playstyle, and players cannot use them to adapt 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, 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.
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.
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==''Super Smash Bros.''==
==''Super Smash Bros.''==
{{main|List of flaws in artificial intelligence (SSB)}}
{{main|List of flaws in artificial intelligence (SSB)}}
[[File:MarioSpamFireball.gif|thumb|Example of a level 9 Mario CPU spamming his neutral special]]
[[File:MarioSpamFireball.gif|thumb|Example of a level 9 Mario CPU spamming his neutral special.]]
As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main method of attack is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, alongside [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]].
As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main method of attack is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, alongside [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]].


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==''Super Smash Bros. Melee''==
==''Super Smash Bros. Melee''==
{{main|List of flaws in artificial intelligence (SSBM)}}
{{main|List of flaws in artificial intelligence (SSBM)}}
[[File:FoxSelfDestructing.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] on [[Jungle Japes]].]]
[[File:FoxSelfDestructing.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] if the player stands still on the rightmost platform of [[Jungle Japes]].]]


The AI in ''Super Smash Bros. Melee'' is also infamous for how flawed it is. CPUs 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 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]] which rarely hits (depending on the 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 infamous for how flawed it is. CPUs 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 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]] which rarely hits (depending on the 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''.
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The AI also retains most of its improved behaviors with items from ''Brawl'', and makes better use of them than in said game: it seems to be more aware of opposing items, normally staying away from areas where a powerful item covering a wide range (such as a [[Snorlax]] or [[Hocotate Bomb]]) is about to come down, and avoiding walking directly into set [[Motion-Sensor Bomb]]s, [[Pitfall]]s or hostile Pokémon, a flaw that they commonly exhibited in ''Brawl''. Additionally, CPUs now shield and dodge potentially dangerous items thrown at them more often (though they still throw explosives at themselves or too close to enemies).
The AI also retains most of its improved behaviors with items from ''Brawl'', and makes better use of them than in said game: it seems to be more aware of opposing items, normally staying away from areas where a powerful item covering a wide range (such as a [[Snorlax]] or [[Hocotate Bomb]]) is about to come down, and avoiding walking directly into set [[Motion-Sensor Bomb]]s, [[Pitfall]]s or hostile Pokémon, a flaw that they commonly exhibited in ''Brawl''. Additionally, CPUs now shield and dodge potentially dangerous items thrown at them more often (though they still throw explosives at themselves or too close to enemies).


The AI in ''Smash 3DS'' has also gained some other flaws, however, which are unfortunately more potent than in ''Brawl''. When at long distances from foes, CPUs [[spam]] projectiles nearly as much as in ''Melee'', even if these can be easily reflected or absorbed (though unlike in the previous games, they will stop using them when they spot a player with an active reflector/absorber): these include regular attacks that serve as projectiles, such as {{SSB4|Mega Man}}'s Mega Buster attacks and the {{SSB4|Villager}}'s [[forward air]]. Certain characters also overuse other special moves (generally long-ranged approaching ones), even those they didn't before, such as [[Falcon Kick]], [[Rollout]], and [[Wario Bike]], and CPUs with counterattack moves also abuse them to the point they end up spamming them as well.
However, the AI in ''Smash 3DS'' has also gained some other flaws, which are more potent than those in ''Brawl''. When at long distances from foes, CPUs [[spam]] projectiles nearly as much as in ''Melee'', even if these can be easily reflected or absorbed (though unlike in the previous games, they will stop using them when they spot a player with an active reflector/absorber): these include regular attacks that serve as projectiles, such as {{SSB4|Mega Man}}'s Mega Buster attacks and the {{SSB4|Villager}}'s [[forward air]]. Certain characters also overuse other special moves (generally long-ranged approaching ones), even those they didn't before, such as [[Falcon Kick]], [[Rollout]], and [[Wario Bike]], and CPUs with counterattack moves also abuse them to the point they end up spamming them as well.


CPUs also have poorer defensive abilities than in ''Brawl'', as they sometimes hold their shield against attacks until it's close to breaking, and overuse rolls to stay safe from attacks, eventually making them punishable. After shielding or rolling, CPUs will nearly always attack foes at close range with a grab or forward smash, causing them to become predictable, avoidable and punishable. They seem to ignore the landing lag from air dodges, becoming vulnerable when air dodging close to the ground. Moreover, CPUs still won't attempt to evade or fight off edgeguarders, causing them to be easily [[KO]]'d, under-utilize some characters' recoveries, and still exhibits most of their flaws from ''Brawl'' on certain stages.
CPUs also have poorer defensive abilities than in ''Brawl'', as they sometimes hold their shield against attacks until it's close to breaking, and overuse rolls to stay safe from attacks, eventually making them punishable. After shielding or rolling, CPUs will nearly always attack foes at close range with a grab or forward smash, causing them to become predictable, avoidable and punishable. They seem to ignore the landing lag from air dodges, becoming vulnerable when air dodging close to the ground. Moreover, CPUs still won't attempt to evade or fight off edgeguarders, causing them to be easily [[KO]]'d, under-utilize some characters' recoveries, and still exhibits most of their flaws from ''Brawl'' on certain stages.


In general, despite some of the improvements made to it, the AI in early ''Smash 3DS'' plays generally poorer than in ''Brawl'', being notably easier to predict and KO, as well as having poorer defensive abilities; thus, it is much less efficient. The AI was later changed in subsequent [[version]]s of the game and the Wii U version, though (more information can be seen below).
In general, despite some of the improvements made to it, the AI in early ''Smash 3DS'' plays generally poorer than in ''Brawl'', being notably easier to predict and KO, as well as having poorer defensive abilities; thus, it is much less efficient. However, the AI was later changed in subsequent [[version]]s of the game and the Wii U version (more information can be seen below).


===In ''Super Smash Bros. for Wii U'' and patches===
===In ''Super Smash Bros. for Wii U'' and patches===
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