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'''Artificial Intelligence''' (abbreviated as "AI") in the [[Super Smash Bros. (universe)|''Super Smash Bros.'' series]] refers to the intelligence of any [[Computer Player]] in the single-player and [[Versus Mode]]s. 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.
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'''Artificial Intelligence''' (abbreviated as "AI") in the [[Super Smash Bros. (universe)|''Super Smash Bros.'' series]] refers to the intelligence of any [[Computer Player]] and [[Figure Player]] in the single-player and [[Versus Mode]]s. 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.
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Artificial Intelligence levels range from between 1 and 9, with 1 being the weakest and simplistic, and 9 being the most adverse.
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[[Figure Player]]s are new A.I fighters introduced first in [[Super Smash Bros. for Nintendo 3DS and Wii U|Super Smash Bros. for Wii U]] and later in Super Smash Bros. for Nintendo 3DS. They're often compared to Computer Players because they both use Artificial Intelligence.
   
 
==Criticism==
 
==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 for all three games.
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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 for all five games.
   
===''Super Smash Bros.''===
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===Examples of flawed AI in ''[[Super Smash Bros.]]''===
 
*The overall biggest flaw with level 9 computers is that they roll incredibly often compared to their ''Melee'' and ''Brawl'' counterparts.
Examples of flawed AI in ''Super Smash Bros.'' include:
 
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*Computer Players having poor recovery abilities.
*The overall biggest flaw with level 9 computers in smash 64 is that they roll incredibly often compared to their melee and brawl counterparts
 
 
*Projectile/charge move spamming (such as a level 9 [[Pikachu (SSB)|Pikachu]] consistently using [[Thunder Jolt]], or a level 9 [[Donkey Kong (SSB)|Donkey Kong]] using [[Giant Punch]] cancels).
*Computer Players having poor [[recovery]] abilities such as if you jump into a Level 9 Falcon's up b, the Falcon will not recover or if you attack an opponent's character out of their up b, they will usually not recover either.
 
 
*In Hyrule Castle, Level 9 CPU [[Kirby (SSB)|Kirby]] may repeatedly use [[Stone]] on the left side of the stage, sliding down and not cancelling it, leading to an early, quick K.O.
*Projectile/charge move spamming (such as a level 9 pikachu consistently using [[Thunder Jolt]] or a Donkey Kong level 9 using [[Giant Punch]] cancels.
 
 
*If there is a player on the right side of the [[Saffron City]] stage, Computer Players will walk into the doors of the Pokémon trap. When fighting Pikachu on this stage in [[1P Game|1 Player Mode]], sometimes CPU Pikachu will just walk down to his doom with just one attack. Also, most of the time, CPU [[Pikachu]] might use [[Quick Attack]] and end up in the gap between the buildings at the right side of the stage.
*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.
 
 
*On [[Peach's Castle]], if a player stands on the bottom platform, and the CPU is on the other side of it, it will run into the wall repeatedly.
* 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 fighting Pikachu on this stage in 1 player mode, sometimes Pikachu will just walk down to his doom with you just attacking one time.
 
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*When an item appears, a Level 9 CPU will attempt to grab it, and will even stop fighting to get the item.
*On [[Peach's Castle]], where if a player stands on the bottom platform, and the CPU is on one of the moving platforms, it will run into the wall repeatedly.
 
*When an item appears, a level 9 Computer Player will attempt to grab it, and will even stop fighting to get the item.
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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 throwing item on the ground until it disappears, even if the item is a [[Bob-omb]], often leading to the Computer Player [[SD]]ing.
 
*There is also an AI glitch where if a player is fighting [[Fox (SSB)|Fox]] in [[Sector Z]], and runs off to the edge of the stage, Fox will follow the player and aim [[Fire Fox]] off of the stage, resulting in an SD.
*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 throwing item on the ground until it disappears, even if the item is a bob-omb, often leading to the Computer Player [[SD]]ing.
 
*If an AI player on any level is hit while, or even after using a third jump, it will never use it again until falling to it's doom, resulting in SDs.
 
* There is also an AI glitch where if a player is fighting [[Fox (SSB)|Fox]] in [[Sector Z]], and runs off to the edge of the stage, Fox will follow the player and aim [[Fire Fox]] off of the stage, resulting in an SD.
 
   
On the other hand, compared to at least the melee AI and possibly the brawl AI, the smash 64 computers are overall better at KO'ing. Unlike melee computers, Smash 64 computers go for kills more often, such as the Link cpus using down airs to kill or the DK using down smash.
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On the other hand, compared to at least the ''[[Melee]]'' AI and possibly the ''[[Brawl]]'' AI, the ''Super Smash Bros.'' CPUs are overall better at KO'ing. Unlike the CPUs in Super Smash Bros. Melee, ''Super Smash Bros.'' CPUs go for KOs more often, such as CPU Link using Down Aerials or DK using a Down Smash Attack.
   
 
===Links===
 
===Links===
*[http://www.youtube.com/watch?v=OGPMxhH5Zss]: Abusing Fox's AI on Dreamland
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*[http://www.youtube.com/watch?v=OGPMxhH5Zss Abusing Fox's AI on Dreamland]
*[http://www.youtube.com/watch?v=rk_EhpxKu8Q]: Abusing DK's DI in training mode
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*[http://www.youtube.com/watch?v=rk_EhpxKu8Q Abusing DK's AI in training mode]
*[http://www.youtube.com/watch?v=71yUbTsR54E&feature=related] The majority of [[TAS]] videos by Andtgar, show off abusing smash 64 AI while perfectly comboing.
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* [https://www.youtube.com/watch?v=HtNhvyHdqLk Abusing Metal Mario's AI in 1P]
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*[http://www.youtube.com/watch?v=71yUbTsR54E&feature=related The majority of [[TAS]] videos by Andtgar, show off abusing ''Super Smash Bros.'' AI while perfectly comboing.]
   
===''Super Smash Bros. Melee''===
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===Examples of flawed AI in ''[[Super Smash Bros. Melee]]''===
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*Most Computer Players will always spam either their [[Neutral Attack]] or projectiles depending on the player's distance from them.
There are several examples of flawed AI in ''Super Smash Bros. Melee''. Most Computer Players will use their [[neutral A]] attack and projectiles repeatedly (If they are at long distances between the player), 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. This same event also happens when you face a level 9 [[Yoshi (SSBM)|Yoshi]] on 1 stock on [[Eagleland: Fourside|Fourside]]. Another example of poor AI is in [[Mushroom: Kingdom II|Subcon]], where if you are close to the left edge of the stage, a Level 6 [[Donkey Kong (SSBM)|DK]] will use his F-air or D-air then try to recover, but will ultimately SD. Yet another example can be found in [[Icicle Mountain]] when the stage begins to scroll upwards very fast. The AI will only advance one platform at a time, usually too slow to escape the lower [[blast line]], resulting in a [[SD]].
 
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*They are very easily edgehogged. 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 [[Ness (SSBM)|Ness]] at any level on 1 stock and not move. The CPU Ness will try to jump over to the player, but will ultimately fall into the river. This same event also happens when a level 7, 8, or 9 [[Yoshi (SSBM)|Yoshi]] is faced on 1 stock on [[Eagleland: Fourside|Fourside]]. Another example of poor AI is in [[Mushroom: Kingdom II|Mushroom Kingdom II]], where if close to the left edge of the stage, a Level 6 [[Donkey Kong (SSBM)|DK]] will use his Forward Aerial or Down Aerial, then try to recover, but will ultimately SD. Yet another example can be found in [[Icicle Mountain]] when the stage begins to scroll upwards very fast. The AI will only advance one platform at a time, usually too slow to escape the lower [[blast line]], resulting in a [[SD]].
   
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 edge 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.Some CPUs in Melee will pick up a hammer on Jungle Japes. When a character with the hammer comes to a part where you must jump over the openings they will fall and not recover and be KOed. Sometimes they jump constantly swinging the hammer.
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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]] or [[Raptor Boost]] after using their Forward Throw, often in a self-destruct when near the edge, as well as Ganondorf spamming [[Dark Dive]]. Also, a computer controlled [[Luigi]] will '''never''' use his [[Super Jump Punch]] to recover, even if he is directly below a ledge, instead he will always use his [[Green Missile]], which gains no vertical distance. Also, a computer controlled [[Zelda (SSBM)|Zelda]] will constantly use the Down Tilt attack. Many Computer Players, especially while [[Metal Box|metal]], will also self-destruct while attempting to [[Meteor Smash]] an opponent. Some CPUs will pick up a hammer on Jungle Japes. When the character with the hammer comes to the openings, they will fall, unable to recover, and be KO'd. Sometimes they jump constantly swinging the hammer.
   
When an item appears, the Computer Players never picks them up (except healing items, [[Pokéball|Pokéballs]], [[Cloaking Device|Cloaking Devices]] and [[Hammer|Hammers]]), instead they only pick them up when the player or CPU are next to the items.
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When an item appears, the Computer Players never pick them up (except healing items, [[Pokéball]]s, [[Cloaking Device]]s and [[Hammer]]s), instead they only pick them up when the player or CPU are next to the items.
   
===''Super Smash Bros. Brawl''===
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===Examples of flawed AI in ''[[Super Smash Bros. Brawl]]''===
 
While the AI has been significantly improved, there remain some examples of AI limitations in ''Super Smash Bros. Brawl''.
 
While the AI has been significantly improved, there remain some examples of AI limitations in ''Super Smash Bros. Brawl''.
   
In ''Brawl'', certain characters (most prominently [[Ness (SSBB)|Ness]]) know how to use their recovery 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. One change from ''Melee'' is that Computer Players focus more on attacking human players rather than other Computer Players.
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In ''Brawl'', certain characters (most prominently [[Ness (SSBB)|Ness]]) know how to use their recovery 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; i.e., players who are still vulnerable to attacks. When a [[Smash Ball]] appears, opponents will aggressively attack it at opportune times, while repelling anyone who tries to get it as well. One change from ''Melee'' is that Computer Players focus more on attacking human players rather than other Computer Players.
   
 
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.
   
There are some examples of AI limitations in ''Super Smash Bros. Brawl''. The CPUs seem to be somewhat easier to KO than a human player, even when set at level 9, but not significantly (though, this was also present in the two previous games). They sometimes have hard time to avoid certain stage hazards, and sometimes self-destruct quite easily in certain situations in scrolling stages, such as [[Rainbow Cruise]] and [[Big Blue]]. They also have generally poor [[edgeguarding]] abilities, though, self-destructing while attempting to edgeguard isn't very common, unlike in the two previous titles. The flaws in Brawl's artificial intelligence are few, but potent. For example, when a player constantly grabs a [[ledge]], the level 9 computer players tend to stand still until the player goes back on the stage and will sometimes self-destruct when attempting to attack the player. When a CPU Luigi uses [[Negative Zone]], he will almost always spam his Fireballs over and over again, even on level 9, the same way that a Pit CPU using [[Palutena's Army]] will spam his [[Palutena's Arrow]] (though, these were supposedly fixed for the PAL release of the game). 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]]. Some computer players may also play "stupidly" in very complex [[Custom Stage|Custom Stages]]. In the underground versions of [[Mushroomy Kingdom]], even a level 9 will sometimes repeatedly attack the blocks, ignoring the player even if items aren't on. They also have a habit of rolling into an edge when [[Snake (SSBB)|Snake]] uses his [[Down throw]] near an edge.
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There are some examples of AI limitations in ''Super Smash Bros. Brawl''. The CPUs seem to be somewhat easier to KO than the average human player, even when set at level 9, but not significantly (though, this was also present in the two previous games). They sometimes have hard time to avoid certain stage hazards, and sometimes self-destruct quite easily in certain situations in scrolling stages, such as [[Rainbow Cruise]] and [[Big Blue]]. They also have generally poor edgeguarding abilities, though, self-destructing while attempting to edgeguard isn't very common, unlike in the two previous titles. The flaws in Brawl's artificial intelligence are few, but potent. For example, when a player constantly grabs a [[ledge]], the level 9 computer players tend to stand still until the player goes back on the stage and will sometimes self-destruct when attempting to attack the player.
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When a CPU Luigi uses [[Negative Zone]], he will almost always spam his Fireballs over and over again, even on level 9, the same way that CPU Pit uses [[Palutena's Army]] will spam his [[Palutena's Arrow]] (though, these were supposedly fixed for the PAL release of the game). When fighting against a level 9 CPU [[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 (Pokémon)]]. Some computer players may also play "stupidly" in very complex [[Custom Stage]]s. In the underground versions of [[Mushroomy Kingdom]], even a level 9 will sometimes repeatedly attack the blocks, ignoring the player even if items aren't on. They also have a habit of rolling into an edge when [[Snake (SSBB)|Snake]] uses his [[Down throw]] near an edge. After CPU Mario uses Mario Finale, he will shoot at least one fireball every time unless circumstances force him not to.
   
 
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. However, many smashers (mostly experienced) conclude that regardless, the AI at level 9 is still easy to beat because of their flaws (and they even go as far as joking about their "difficulty" by recording occasions where they perform feats otherwise impossible for the AI to do, like in [http://www.youtube.com/watch?v=ptefg5Rxt4U this video] and the comments on [http://www.youtube.com/watch?v=SMw8B6VIaKM this video].)
 
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. However, many smashers (mostly experienced) conclude that regardless, the AI at level 9 is still easy to beat because of their flaws (and they even go as far as joking about their "difficulty" by recording occasions where they perform feats otherwise impossible for the AI to do, like in [http://www.youtube.com/watch?v=ptefg5Rxt4U this video] and the comments on [http://www.youtube.com/watch?v=SMw8B6VIaKM this video].)
   
A CPU player (regardless of level) will always aim for solid platforms that can be [[Sweet spot (ledge)|sweetspotted]] when [[Recovery|recovering]], even when there are "soft" platforms off the stage.
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A CPU player (regardless of level) will always aim for solid platforms that can be [[Sweet spot (ledge)|sweetspotted]] when recovering, even when there are "soft" platforms off the stage.
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There also appears to be a system in place which enables the AI to learn, as demonstrated in [http://www.youtube.com/watch?v=g4HvhIPOz4I this video] and [http://www.youtube.com/watch?v=YMcEUsMd9Cw this video]. These videos are courtesy of YouTube user [http://www.youtube.com/user/ChurroEmiliano ChurroEmiliano]. More details about these videos can be found on his [http://allisbrawl.com/blogpost.aspx?id=8848 blog post].
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Aside from some advanced techniques and play-styles, the AI have also been reported to "learn" to taunt a KO by Crouch-spamming (as shown [http://www.youtube.com/watch?v=diJX703iC0A here]), and to overuse Falcon Punches after humans play several Falcon Punch Free-for-Alls (as shown [http://www.youtube.com/watch?v=YMcEUsMd9Cw here.])
   
 
===Examples of flawed AI in ''[[Super Smash Bros. for Nintendo 3DS and Wii U]]''===
There also appears to be a system in place which enables the AI to learn, as demonstrated in [http://www.youtube.com/watch?v=g4HvhIPOz4I this video] and [http://www.youtube.com/watch?v=YMcEUsMd9Cw this video]. These videos are courtesy of YouTube user [http://www.youtube.com/user/ChurroEmiliano ChurroEmiliano]. More details about these videos can be found on his [http://allisbrawl.com/blogpost.aspx?id=8848 blog post].
 
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* Whenever another character (Human or CPU) respawns on-stage after being K.O'd, CPU Mii Brawlers have a tendency to move to one end of the stage (unless the stage has no pits on the sides), and jump backwards off of the ledge, only to grab the edge and climb back up (especially on Omega stages).
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* Like in ''Brawl'', CPUs with a Gooey Bomb or Crash Bomber stuck onto them will repeatedly shield and dodge until it explodes.
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* CPU Mii Fighters have a habit of using their jabs near the edge of a stage, in an attempt to edgeguard recovering human players while they're hanging onto a ledge. In the process, they will usually let the jab reach its automatic finisher even if it completely misses (assuming that the player does not climb back onto the stage during the duration of the attack).
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* While the CPUs in ''3DS/Wii U'' appear to understand items better than those in both ''Melee'' and ''Brawl'', they still exhibit flaws when approaching or using certain ones:
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* CPUs still accidently self-destruct when using a hammer or golden hammer. This is less common with the golden hammer.
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** CPUs will rarely use the Ore Club correctly; when holding it, they will often stand in place and use its forward tilt repeatedly as if expecting this to produce a projectile, even though a side smash must be used to do this.
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** CPUs at Level 4 or lower will rarely target characters who are holding/using Special Flags.
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** Like in Super Smash Bros. ''Brawl'', CPUs will actively seek out any powerful items that are on the stage. However, this proves to be a fatal issue on Corneria. in this scenario, a CPU may try to grab an item that falls onto the Great Fox's laser blaster, but will often not be able to make it back onto the ship's deck, forcing them to stay put, (though they will repeatedly jump in place or even jump off the gun entirely only to get back onto it) until they are inevitably blasted off screen.
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** CPUs still have a tendency to throw Deku Nuts and Smart Bombs too close to themselves and accidentally get caught in the explosions that follow.
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** While CPUs are overall better at avoiding dangerous items activated by anyone other than them, this can become a problem when they are confronted with activated Motion-Sensor Bombs.
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**Even at the risk of an explosion, CPUs will often throw crates or Party Balls at their feet rather than at another player.
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** Unlike Brawl, low-level CPUs won't attack a [[Smash Ball]] on purpose.
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** CPUs will never intentionally throw Cuccos or Beehives at opponents, and also have a habit of attacking them in the process of attacking others.
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** CPUs do not recognize Franklin Badges and will often use projectiles, (including fully charged ones) on players who are wearing them, even though this may prove to be fatal.
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* CPU [[Little Mac (SSBWU/3DS)|Little Mac]] won't change his tendency to use their neutral special even if their Power Meter is full, resulting in them wasting his KO Uppercut when the player is not in range.
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* If the player is charging an Aura Sphere, a CPU [[Olimar (SSBWU/3DS)|Olimar]] will repeatedly use Pikmin Throw (even when the player isn't in range) until the Aura Sphere is released or saved.
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* Similarly, a CPU Bowser Jr. will exhibit the same behavior with Clown Cannon.
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* In battles with character customization enabled, CPUs often attempt to shield against moves that are strengthened enough by equipment to break them in one hit, allowing for easy shield breaks and follow-up attacks.
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* CPU [[Wario (SSBWU/3DS)|Wario]] level 6 and higher will almost always use Wario Bike to recover, even when he jumps off the bike, he will still try to use it but instead will initiate Wario's "searching around" animation and Self-Destruct.
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* CPU [[Mega Man (SSBWU/3DS)|Mega Man]] will sometimes attempt to use his Crash Bomber to recover, despite the fact that it does not affect recovery.
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* CPU [[Diddy Kong (SSBWU/3DS)|Diddy Kong]] will use horizontal trajectories of Rocketbarrel Boost in most cases. While this can be effective in some situations, he will still use it even when they are close to a blast line, leading to a Self-Destruct.
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*When there are no characters on the field besides a CPU (even if players are on the revival platform) the CPU may begin to spin around in place, mostly heedless of any hazards on the field. This may lead to a Self-Destruct.
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*CPUs may roll into items on the field even if they are active or about to explode.
 
[[Category:Terms]]
 
[[Category:Terms]]

Latest revision as of 01:10, 29 May 2017

Artificial Intelligence (abbreviated as "AI") in the Super Smash Bros. series refers to the intelligence of any Computer Player and Figure 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.

Figure Players are new A.I fighters introduced first in Super Smash Bros. for Wii U and later in Super Smash Bros. for Nintendo 3DS. They're often compared to Computer Players because they both use Artificial Intelligence.

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 for all five games.

Examples of flawed AI in Super Smash Bros.

  • The overall biggest flaw with level 9 computers is that they roll incredibly often compared to their Melee and Brawl counterparts.
  • Computer Players having poor recovery abilities.
  • Projectile/charge move spamming (such as a level 9 Pikachu consistently using Thunder Jolt, or a level 9 Donkey Kong using Giant Punch cancels).
  • In Hyrule Castle, Level 9 CPU Kirby may repeatedly use Stone on the left side of the stage, sliding down and not cancelling it, leading to an early, quick K.O.
  • If there is a player on the right side of the Saffron City stage, Computer Players will walk into the doors of the Pokémon trap. When fighting Pikachu on this stage in 1 Player Mode, sometimes CPU Pikachu will just walk down to his doom with just one attack. Also, most of the time, CPU Pikachu might use Quick Attack and end up in the gap between the buildings at the right side of the stage.
  • On Peach's Castle, if a player stands on the bottom platform, and the CPU is on the other side of it, it will run into the wall repeatedly.
  • When an item appears, a Level 9 CPU 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 throwing item on the ground until it disappears, even if the item is a Bob-omb, often leading to the Computer Player SDing.
  • There is also an AI glitch where if a player is fighting Fox in Sector Z, and runs off to the edge of the stage, Fox will follow the player and aim Fire Fox off of the stage, resulting in an SD.

On the other hand, compared to at least the Melee AI and possibly the Brawl AI, the Super Smash Bros. CPUs are overall better at KO'ing. Unlike the CPUs in Super Smash Bros. Melee, Super Smash Bros. CPUs go for KOs more often, such as CPU Link using Down Aerials or DK using a Down Smash Attack.

Links

Examples of flawed AI in Super Smash Bros. Melee

  • Most Computer Players will always spam either their Neutral Attack or projectiles depending on the player's distance from them.
  • They are very easily edgehogged. 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 Ness at any level on 1 stock and not move. The CPU Ness will try to jump over to the player, but will ultimately fall into the river. This same event also happens when a level 7, 8, or 9 Yoshi is faced on 1 stock on Fourside. Another example of poor AI is in Mushroom Kingdom II, where if close to the left edge of the stage, a Level 6 DK will use his Forward Aerial or Down Aerial, then try to recover, but will ultimately SD. Yet another example can be found in Icicle Mountain when the stage begins to scroll upwards very fast. The AI will only advance one platform at a time, usually too slow to escape the lower blast line, resulting in a SD.

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 or Raptor Boost after using their Forward Throw, often in a self-destruct when near the edge, as well as Ganondorf spamming Dark Dive. Also, a computer controlled Luigi will never use his Super Jump Punch to recover, even if he is directly below a ledge, instead he will always use his Green Missile, which gains no vertical distance. Also, a computer controlled Zelda will constantly use the Down Tilt attack. Many Computer Players, especially while metal, will also self-destruct while attempting to Meteor Smash an opponent. Some CPUs will pick up a hammer on Jungle Japes. When the character with the hammer comes to the openings, they will fall, unable to recover, and be KO'd. Sometimes they jump constantly swinging the hammer.

When an item appears, the Computer Players never pick them up (except healing items, Pokéballs, Cloaking Devices and Hammers), instead they only pick them up when the player or CPU are next to the items.

Examples of flawed AI in Super Smash Bros. Brawl

While the AI has been significantly improved, there remain some examples of AI limitations in Super Smash Bros. Brawl.

In Brawl, certain characters (most prominently Ness) know how to use their recovery 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; i.e., players who are still vulnerable to attacks. When a Smash Ball appears, opponents will aggressively attack it at opportune times, while repelling anyone who tries to get it as well. One change from Melee is that Computer Players focus more on attacking human players rather than other Computer Players.

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.

There are some examples of AI limitations in Super Smash Bros. Brawl. The CPUs seem to be somewhat easier to KO than the average human player, even when set at level 9, but not significantly (though, this was also present in the two previous games). They sometimes have hard time to avoid certain stage hazards, and sometimes self-destruct quite easily in certain situations in scrolling stages, such as Rainbow Cruise and Big Blue. They also have generally poor edgeguarding abilities, though, self-destructing while attempting to edgeguard isn't very common, unlike in the two previous titles. The flaws in Brawl's artificial intelligence are few, but potent. For example, when a player constantly grabs a ledge, the level 9 computer players tend to stand still until the player goes back on the stage and will sometimes self-destruct when attempting to attack the player.

When a CPU Luigi uses Negative Zone, he will almost always spam his Fireballs over and over again, even on level 9, the same way that CPU Pit uses Palutena's Army will spam his Palutena's Arrow (though, these were supposedly fixed for the PAL release of the game). When fighting against a level 9 CPU 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 (Pokémon). Some computer players may also play "stupidly" in very complex Custom Stages. In the underground versions of Mushroomy Kingdom, even a level 9 will sometimes repeatedly attack the blocks, ignoring the player even if items aren't on. They also have a habit of rolling into an edge when Snake uses his Down throw near an edge. After CPU Mario uses Mario Finale, he will shoot at least one fireball every time unless circumstances force him not to.

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. However, many smashers (mostly experienced) conclude that regardless, the AI at level 9 is still easy to beat because of their flaws (and they even go as far as joking about their "difficulty" by recording occasions where they perform feats otherwise impossible for the AI to do, like in this video and the comments on this video.)

A CPU player (regardless of level) will always aim for solid platforms that can be sweetspotted when recovering, even when there are "soft" platforms off the stage.

There also appears to be a system in place which enables the AI to learn, as demonstrated in this video and this video. These videos are courtesy of YouTube user ChurroEmiliano. More details about these videos can be found on his blog post.

Aside from some advanced techniques and play-styles, the AI have also been reported to "learn" to taunt a KO by Crouch-spamming (as shown here), and to overuse Falcon Punches after humans play several Falcon Punch Free-for-Alls (as shown here.)

Examples of flawed AI in Super Smash Bros. for Nintendo 3DS and Wii U

  • Whenever another character (Human or CPU) respawns on-stage after being K.O'd, CPU Mii Brawlers have a tendency to move to one end of the stage (unless the stage has no pits on the sides), and jump backwards off of the ledge, only to grab the edge and climb back up (especially on Omega stages).
  • Like in Brawl, CPUs with a Gooey Bomb or Crash Bomber stuck onto them will repeatedly shield and dodge until it explodes.
  • CPU Mii Fighters have a habit of using their jabs near the edge of a stage, in an attempt to edgeguard recovering human players while they're hanging onto a ledge. In the process, they will usually let the jab reach its automatic finisher even if it completely misses (assuming that the player does not climb back onto the stage during the duration of the attack).
  • While the CPUs in 3DS/Wii U appear to understand items better than those in both Melee and Brawl, they still exhibit flaws when approaching or using certain ones:
  • CPUs still accidently self-destruct when using a hammer or golden hammer. This is less common with the golden hammer.
    • CPUs will rarely use the Ore Club correctly; when holding it, they will often stand in place and use its forward tilt repeatedly as if expecting this to produce a projectile, even though a side smash must be used to do this.
    • CPUs at Level 4 or lower will rarely target characters who are holding/using Special Flags.
    • Like in Super Smash Bros. Brawl, CPUs will actively seek out any powerful items that are on the stage. However, this proves to be a fatal issue on Corneria. in this scenario, a CPU may try to grab an item that falls onto the Great Fox's laser blaster, but will often not be able to make it back onto the ship's deck, forcing them to stay put, (though they will repeatedly jump in place or even jump off the gun entirely only to get back onto it) until they are inevitably blasted off screen.
    • CPUs still have a tendency to throw Deku Nuts and Smart Bombs too close to themselves and accidentally get caught in the explosions that follow.
    • While CPUs are overall better at avoiding dangerous items activated by anyone other than them, this can become a problem when they are confronted with activated Motion-Sensor Bombs.
    • Even at the risk of an explosion, CPUs will often throw crates or Party Balls at their feet rather than at another player.
    • Unlike Brawl, low-level CPUs won't attack a Smash Ball on purpose.
    • CPUs will never intentionally throw Cuccos or Beehives at opponents, and also have a habit of attacking them in the process of attacking others.
    • CPUs do not recognize Franklin Badges and will often use projectiles, (including fully charged ones) on players who are wearing them, even though this may prove to be fatal.
  • CPU Little Mac won't change his tendency to use their neutral special even if their Power Meter is full, resulting in them wasting his KO Uppercut when the player is not in range.
  • If the player is charging an Aura Sphere, a CPU Olimar will repeatedly use Pikmin Throw (even when the player isn't in range) until the Aura Sphere is released or saved.
  • Similarly, a CPU Bowser Jr. will exhibit the same behavior with Clown Cannon.
  • In battles with character customization enabled, CPUs often attempt to shield against moves that are strengthened enough by equipment to break them in one hit, allowing for easy shield breaks and follow-up attacks.
  • CPU Wario level 6 and higher will almost always use Wario Bike to recover, even when he jumps off the bike, he will still try to use it but instead will initiate Wario's "searching around" animation and Self-Destruct.
  • CPU Mega Man will sometimes attempt to use his Crash Bomber to recover, despite the fact that it does not affect recovery.
  • CPU Diddy Kong will use horizontal trajectories of Rocketbarrel Boost in most cases. While this can be effective in some situations, he will still use it even when they are close to a blast line, leading to a Self-Destruct.
  • When there are no characters on the field besides a CPU (even if players are on the revival platform) the CPU may begin to spin around in place, mostly heedless of any hazards on the field. This may lead to a Self-Destruct.
  • CPUs may roll into items on the field even if they are active or about to explode.