Surely if a CPU was made to learn new things, it would require an infinite amount of drive space because it would just keep learning all the time therefore taking up more data space to remember it.
Prosser I don't Think you understand what I said...It doesn't "Learn" it records the most frequent move usage per character which I assure you takes up almost no memory if i use A alot in X location each map would have assigned areas in order to to notify the cpu of its location the computer can only do about 6-7 actions at any given time. the locations would be measured as instances based on the cpu's distance from map edge's and the center of the map and i can tell you that any given instance say position x,y (the game is 2d for play purposes) would be then measured to the most local location I.E. the closest platform. that is where it would decide its actions from simple lines of code
if on platform then
X code
else measure dist (get x,y)
measure fall rate/Speed
detect enemy/Attack (based on move frequency[See Earlier post] when x dist to x dist from platform and based on the if it has enough time to finish attack before hitting ground the computer will never execute a move it doesn't have time to complete)
Nearest Route To safe landing
(Now that is an example the actual code would be more complicated)
The nearest route to safe landing I Learned by messing around with a cpu doing a series of normal play debugger tests...sad to say this is a little disappointing on the programmers side it allows the cpu to suicide in many ways
(Cruel Brawl and etc is not an example that happens because the computers B-Moves have been disabled and the coders didn't change the code for polygons so the computer thinks it can land safely when it jumps not knowing its B move is disabled) my example is when the area is actually unsafe to land in I.E. there is an attack in progress or Spikes etc
As per why i am disappointed it is because this means the computer will measure to see if there is a place to land before it jumps but not whether or not it is safe For example you can create a custom map
. . . . . . .--------(platform)
. . . . . . .I_I_I_I_I . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . ^^^(spikes). . . . . .
The computer will recognize the spikes as a platform in which it can land before it jumps but not whether it is safe or not (its Not Safe) when you jump off the ledge the computer will follow you and try to attack etc only after said attack will it try to find a safe place to land now this was lazy on the programmers part but the cpu has been told to NEVER touch spikes for any reason So the computer will automatically try to find the next safe location which is the above platform which it is to far to make it to but the computer has been told to use its recovery move any way (this is for ascetic reasons people don't like watching things fall to there death without trying to survive) at which point it will fall to its death I did this little experiment in order to prove the computers AI is only based on measured distances and move frequency
the computer WILL NEVER LEARN to jump on the spikes to survive no matter how many times you do it because falling on spikes is not a move (you don't actually have to land on the spikes you could use pit to fly back etc) So I repeat hopefully for the final time the CPU does not learn it records move frequency and acts accordingly I play pikachu alot and i use Quac+Dair the computer has started to use agility alot more often and down Air but it does not use it out of agility because the move does not actually have enough time to finish the computer will never glide toss or do anything that there technically isn't enough time to do because it doesn't actually copy you it merely records the move frequency