Smashpedia
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Examples of flawed AI in ''Super Smash Bros.'' include Computer Players having poor [[recovery]] abilities and the spamming of the same, ineffective move in quick succession.
 
Examples of flawed AI in ''Super Smash Bros.'' include Computer Players having poor [[recovery]] abilities and the spamming of the same, ineffective move in quick succession.
   
In Hyrule Castle, a level 9 [[Kirby]] may repeatedly use [[rock]] on the left side of the stage, sliding down, not cancelling it, leading to an early, quick death.
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In Hyrule Castle, a level 9 [[Kirby (SSB)|Kirby]] may repeatedly use [[Stone]] on the left side of the stage, sliding down, not cancelling it, leading to an early, quick death.
   
Often AI in [[Saffron City]] would walk into the doors of the Pokemon trap, if you stay on the right side of the stage.
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If there is a player on the right side of the [[Saffron City]] stage, Computer Players will walk into the doors of the Pokemon trap.
   
When an item appears , the Level 9 CPU WILL go for it, and will stop even fighting to get the item.
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When an item appears, a level 9 Computer Player will attempt to grab it, and will even stop fighting to get the item.
   
If a Green Shell Appears on a platform and a CPU pick it up and a player is below the platform, the CPU will throw the shell on the ground until it disappears, this is also true to all throwing itens, even bob-ombs, that can make the CPU kill itself with the explosion.
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If a throwing item appears on a platform and a Computer Player picks it up and another player is below the platform, the Computer Player will throw the shell on the ground until it disappears, even if the item is a bob-omb, often leading to the Computer Player [[SD]]ing.
   
 
===''Super Smash Bros. Melee''===
 
===''Super Smash Bros. Melee''===
There are several examples of flawed AI in ''Super Smash Bros. Melee''. Most Computer Players will use their [[neutral A]] attack and projectiles repeatedly, and are very easily [[Edge-hogging|edge-hogged]]. Certain stages are notorious for exploiting poor AI, such as [[Rainbow Cruise]] and [[Final Destination]]. [[Kongo Jungle]] is the best known stage for exploiting poor AI as it is easy to [[knock-out]] Computer Players by simply grabbing an edge, dropping from the edge as they attack, and then re-grabbing the edge. Another example of poor AI in [[DK Island: Jungle Japes|Jungle Japes]] is to face a Lvl. 9 [[Ness (SSBM)|Ness]] on 1 stock and not move. The Ness will try to jump over to you, but will ultimately, fall into the river.
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There are several examples of flawed AI in ''Super Smash Bros. Melee''. Most Computer Players will use their [[neutral A]] attack and projectiles repeatedly, and are very easily [[Edge-hogging|edge-hogged]]. Certain stages are notorious for exploiting poor AI, such as [[Rainbow Cruise]] and [[Final Destination]]. [[Kongo Jungle]] is the best known stage for exploiting poor AI as it is easy to [[KO]] Computer Players by simply grabbing an edge, dropping from the edge as they attack, and then re-grabbing the edge. Another example of poor AI in [[DK Island: Jungle Japes|Jungle Japes]] is to face a level 9 [[Ness (SSBM)|Ness]] on 1 stock and not move. The Ness will try to jump over to you, but will ultimately, fall into the river.
   
The Computer Players in ''Melee'' also make poor use of their [[shield]]s, and use [[grab]] attacks far more often than normal attacks. The best example is [[Dr.Mario (SSBM)|Dr. Mario]]. They also have a tendency to overuse one move, such as [[Captain Falcon (SSBM)|Captain Falcon]] constantly overusing [[Falcon Dive]] and Raptor Boost after forward throw, often in a self destruct when near the as well as Ganondorf spamming [[Dark Dive]]. Also, a computer controlled [[Luigi]] will ''never'' use his Up-B to recover, even if he is directly below a ledge, instead he will always use his side-B, which gains no vertical distance. Many CPU players, especially in [[Metal Box|metal]] form, will also self-destruct themselves while attempting to meteor smash an opponent.
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The Computer Players in ''Melee'' also make poor use of their [[shield]]s, and use [[grab]] attacks far more often than normal attacks. The best example is [[Dr.Mario (SSBM)|Dr. Mario]]. They also have a tendency to overuse one move, such as [[Captain Falcon (SSBM)|Captain Falcon]] constantly overusing [[Falcon Dive]] and Raptor Boost after forward throw, often in a self destruct when near the as well as Ganondorf spamming [[Dark Dive]]. Also, a computer controlled [[Luigi]] will ''never'' use his Up-B to recover, even if he is directly below a ledge, instead he will always use his side-B, which gains no vertical distance. Many Computer Players, especially while [[Metal Box|metal]], will also self-destruct while attempting to [[Meteor Smash|meteor smash]] an opponent.
   
 
===''Super Smash Bros. Brawl''===
 
===''Super Smash Bros. Brawl''===
 
While the AI has been improved, there remain examples of AI limitations in ''Super Smash Bros. Brawl''. Like in ''Super Smash Bros.'', the default AI level for Computer Players is 3, unlike ''Melee'', in which it was 1.
 
While the AI has been improved, there remain examples of AI limitations in ''Super Smash Bros. Brawl''. Like in ''Super Smash Bros.'', the default AI level for Computer Players is 3, unlike ''Melee'', in which it was 1.
   
As a bonus, each level also has its own name now. Level 1 is Puny, level 2 is Wimpy, level 3 is Weak, level 4 is Normal, level 5 is Hardy, level 6 is Strong, level 7 is Burly, level 8 is Mighty, and level 9 is Nasty.
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As a bonus, each level also has its own name:
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*Level 1 - Puny
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*Level 2 - Wimpy
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*Level 3 - Weak
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*Level 4 - Normal
  +
*Level 5 - Hardy
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*Level 6 - Strong
  +
*Level 7 - Burly
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*Level 8 - Mighty
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*Level 9 - Nasty
   
In ''Brawl'', certain characters (most prominently [[Ness (SSBB)|Ness]]) know how to use their recoveries more. Higher level Luigis will be resourceful. If a character gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they'll also use the opportunity to attack any stragglers. When a [[Smash Ball]] appears, opponents will aggressively attack it at opportune times, while repelling anyone who tries to get it as well.
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In ''Brawl'', certain characters (most prominently [[Ness (SSBB)|Ness]]) know how to use their recoveries more. Higher level Luigis will be resourceful. If a character gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they'll also use the opportunity to attack any stragglers. When a [[Smash Ball]] appears, opponents will aggressively attack it at opportune times, while repelling anyone who tries to get it as well.
   
 
Another new feature is that the computer's level in [[Training Mode]] can now be selected. The AI is also improved drastically, as opponents set to Attack will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments.
 
Another new feature is that the computer's level in [[Training Mode]] can now be selected. The AI is also improved drastically, as opponents set to Attack will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments.
   
If one goes to Delfino Plaza, battle against a level 9 Pikachu, and jump in and out of the water while the Pikachu is on land, the Pikachu will constantly use it's B-down.
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When fighting against a level 9 [[Pikachu (SSBB)|Pikachu]] on Delfino Plaza, if one jumps in and out of the water while the Pikachu is on the land, the Pikachu will constantly use its [[Thunder|down B]].
   
One change from ''Melee'' is that Computer Players focus more on attacking human players rather than other CPUs.
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One change from ''Melee'' is that Computer Players focus more on attacking human players rather than other Computer Players.
   
 
There has also been speculation that the AI at level 9 reads button commands and reacts accordingly, which has sparked anger among some smashers who feel that the AI should be made better rather than do what they term as 'cheating'. Some inconclusive experiments were performed by the [[SLAPAHO]] crew to see if this allegation is true, and though no definitive results were obtained, their findings justify future experimentation and research.
 
There has also been speculation that the AI at level 9 reads button commands and reacts accordingly, which has sparked anger among some smashers who feel that the AI should be made better rather than do what they term as 'cheating'. Some inconclusive experiments were performed by the [[SLAPAHO]] crew to see if this allegation is true, and though no definitive results were obtained, their findings justify future experimentation and research.
   
There also appears to be a system in place which means that they can learn, as demonstrated in this video http://www.youtube.com/watch?v=g4HvhIPOz4I&feature=channel_page, and here http://www.youtube.com/watch?v=YMcEUsMd9Cw&feature=channel
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There also appears to be a system in place which means that they can learn, as demonstrated in [http://www.youtube.com/watch?v=g4HvhIPOz4I this video] and [http://www.youtube.com/watch?v=YMcEUsMd9Cw this video].
 
[[Category:Terms]]
 
[[Category:Terms]]

Revision as of 21:03, 23 June 2009

Artificial Intelligence (abbreviated as "AI") in the Super Smash Bros. series refers to the intelligence of any Computer Player in the single-player and Versus Modes. In Versus Mode, players can preset the AI of a Computer Player. In Adventure Mode, All-Star Mode and Classic Mode, players can still set it to some degree.

Artificial Intelligence levels range from between 1 and 9, with 1 being the weakest and simplistic, and 9 being the most adverse. Beginners tend not to realize that the best way to practice against a Computer Player is to play a match against a level 1. The reason for this is that the higher the level, the more awkward and prone to spamming the play style will become. They also have much worse Directional Influence. Level 9 Computer Players fight like no human ever will, which gives the wrong kind of impression of practice. The best results are achieved by practicing combos against a level 1 Computer Player.

Criticism

There are many complaints surrounding the poor Artificial Intelligence of Computer players in Super Smash Bros. and Super Smash Bros. Melee. YouTube features several videos depicting the glitches in this faulty AI system.

Super Smash Bros.

Examples of flawed AI in Super Smash Bros. include Computer Players having poor recovery abilities and the spamming of the same, ineffective move in quick succession.

In Hyrule Castle, a level 9 Kirby may repeatedly use Stone on the left side of the stage, sliding down, not cancelling it, leading to an early, quick death.

If there is a player on the right side of the Saffron City stage, Computer Players will walk into the doors of the Pokemon trap.

When an item appears, a level 9 Computer Player will attempt to grab it, and will even stop fighting to get the item.

If a throwing item appears on a platform and a Computer Player picks it up and another player is below the platform, the Computer Player will throw the shell on the ground until it disappears, even if the item is a bob-omb, often leading to the Computer Player SDing.

Super Smash Bros. Melee

There are several examples of flawed AI in Super Smash Bros. Melee. Most Computer Players will use their neutral A attack and projectiles repeatedly, and are very easily edge-hogged. Certain stages are notorious for exploiting poor AI, such as Rainbow Cruise and Final Destination. Kongo Jungle is the best known stage for exploiting poor AI as it is easy to KO Computer Players by simply grabbing an edge, dropping from the edge as they attack, and then re-grabbing the edge. Another example of poor AI in Jungle Japes is to face a level 9 Ness on 1 stock and not move. The Ness will try to jump over to you, but will ultimately, fall into the river.

The Computer Players in Melee also make poor use of their shields, and use grab attacks far more often than normal attacks. The best example is Dr. Mario. They also have a tendency to overuse one move, such as Captain Falcon constantly overusing Falcon Dive and Raptor Boost after forward throw, often in a self destruct when near the as well as Ganondorf spamming Dark Dive. Also, a computer controlled Luigi will never use his Up-B to recover, even if he is directly below a ledge, instead he will always use his side-B, which gains no vertical distance. Many Computer Players, especially while metal, will also self-destruct while attempting to meteor smash an opponent.

Super Smash Bros. Brawl

While the AI has been improved, there remain examples of AI limitations in Super Smash Bros. Brawl. Like in Super Smash Bros., the default AI level for Computer Players is 3, unlike Melee, in which it was 1.

As a bonus, each level also has its own name:

  • Level 1 - Puny
  • Level 2 - Wimpy
  • Level 3 - Weak
  • Level 4 - Normal
  • Level 5 - Hardy
  • Level 6 - Strong
  • Level 7 - Burly
  • Level 8 - Mighty
  • Level 9 - Nasty

In Brawl, certain characters (most prominently Ness) know how to use their recoveries more. Higher level Luigis will be resourceful. If a character gets an item like a Starman, rather than just trying to avoid that character, they'll also use the opportunity to attack any stragglers. When a Smash Ball appears, opponents will aggressively attack it at opportune times, while repelling anyone who tries to get it as well.

Another new feature is that the computer's level in Training Mode can now be selected. The AI is also improved drastically, as opponents set to Attack will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments.

When fighting against a level 9 Pikachu on Delfino Plaza, if one jumps in and out of the water while the Pikachu is on the land, the Pikachu will constantly use its down B.

One change from Melee is that Computer Players focus more on attacking human players rather than other Computer Players.

There has also been speculation that the AI at level 9 reads button commands and reacts accordingly, which has sparked anger among some smashers who feel that the AI should be made better rather than do what they term as 'cheating'. Some inconclusive experiments were performed by the SLAPAHO crew to see if this allegation is true, and though no definitive results were obtained, their findings justify future experimentation and research.

There also appears to be a system in place which means that they can learn, as demonstrated in this video and this video.