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Artificial Intelligence

Skyblade12

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I didn't see a thread discussing this, but it is a topic that is preying on my mind.

How do you think the AI is going to be in Smash 4?

I know a lot of people are here for the versus, but I probably play a lot more single player than I do versus (since, y'know, versus requires friends). So I'm very interested in how well the AI is going to handle things during this iteration.

They've said that they've introduced a lot more variation to it, I believe saying that while the AI was on a 1-9 scale in Brawl, they can now take it up to 50 (Source please?).

But will the AI be able to adapt to the new characters and mechanics? Will an AI Robin adjust its play when it's tomes (especially its Elwind recovery tome) breaks, or are we going to get another incarnation of Jigglypuff singing itself to death? Will Lucario's play changed based on accumulated damage and aura power? Will Luigi finally not be able to beat top tier AI's by doing nothing?


This thread is basically asking for complete speculation, as I don't think we've seen anything except Versus showcased in demos thus far. But it's something I'm very interested in.

Do you think the AI is going to improve over previous installments of the game? Do you think we'll see AIs that adjust to situations and circumstances more? More variation between the play styles of individual character AIs?
 

Xermo

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They've said that they've introduced a lot more variation to it, I believe saying that while the AI was on a 1-9 scale in Brawl, they can now take it up to 50 (Source please?).
Those are amiibos that go to level 50. In-game AI goes to level 10 now.
 

ScottyWK

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More importantly, that video is hilarious. I've never seen it before.
 

Hong

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We got a funny sample of level 9 AI from the rather outdated demo build. Observe Mega Man.


As you'd imagine, a human player would emphasize zoning better than a Mega Man AI. If the AI for Mega Man wanted to be more defensive and use projectiles, they would have to program much more to his routines. He would have to monitor where a target is going and how fast it is moving to lead shots, understand the optimal distance (much harder than it sounds for moving enemies), and of course have more governing rules for what attacks are safe versus what characters.

Of course they could program comprehensive AI for Mega Man for every single matchup, but that's impractical, since they would literally have to program thousands of matchups across the entire roster and this game has a rather short development cycle. Thus, they will go with some general format that tries to achieve the best possible outcome in the greatest number of scenarios. In this case, Mega Man mixing up between going in and staying afar is the safest bet. No doubt the AI can adapt to see what's working and what isn't, and use the routines that have proven most successful repeatedly until it stops working. For example, it's not out of the question for the AI to see how much an attack is blocked or how often a projectile is reflected, and adapt as needed.

For Robin, I suspect a more aggressive AI as well. I think the AI will be formulated either so that they never use Robin's tomes enough that they will break, or they will legitimately check to see how many uses they have left and adjust as needed. What they do will depend on their workload. These are programmers we're talking about here, the most paid members of the gaming industry beneath an executive level, barring audio (source). There can be only so many of them, even with a large budget. and their time is precious. They will no doubt have a team committed solely to fighter AI, a team for NPC AI (Smash Run, Assist Trophies, Pokemon, etc.), and of course a lot of blending between the two based on work-load. There is only so much they can do assuming we're going to have a roster near the neighbourhood of 45.
 
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Hong

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Hey @ Hong Hong , this thread
http://smashboards.com/threads/ai-that-improve.361928/#post-17126515
And this thread are basically talking about the same thing. Do you think you can merge the threads or lock one of them?
I'm aware of it.

Though, I'm not sure if I'm biased because of my history as a programmer, but AI is such a broad spectrum. The thread on just how AI learns is more inquisitive in nature and is something of a suggestion, where as this thread is more centred around AI development and the actual implications of core behaviour across characters and other entities. There is so much that this thread can talk about in regards to Ai that does not overlap with evolving AI, yet the thread for evolving AI is more likely to delve into the associations of amiibo.
 

Lozjam

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I'm aware of it.

Though, I'm not sure if I'm biased because of my history as a programmer, but AI is such a broad spectrum. The thread on just how AI learns is more inquisitive in nature and is something of a suggestion, where as this thread is more centred around AI development and the actual implications of core behaviour across characters and other entities. There is so much that this thread can talk about in regards to Ai that does not overlap with evolving AI, yet the thread for evolving AI is more likely to delve into the associations of amiibo.
I perfectly understand :), I also have a history as a programmer. But I do think the A.I. will not see as much improvement and will likely be worse than Brawl(if they want to keep advanced learning a.i. confined to Amiibo). But I wonder if a.i. will be able to short hop... Anyway I agree that there will just be one general a.i. for each character. But I can see it work a little bit differently. I think each A.I. will act differently in certain situations a little better than in Brawl. Thus creating a better megaman or such for different matchups. They could potentially have an array based on different styles of fighting with different characters. With an algorithm choosing from 4 different options. That could be determined by power range and speed, and it can choose from the 4 different behaviors of a.i. that best suits the match up. That's probably how I would do it.
 
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