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The updated A.I. is pretty damn awesome.

TeiunBomb

Smash Apprentice
Joined
Jan 22, 2010
Messages
124
So lemme get this straight: You're asking him to make the lv.9 AI the equivalent of a souped-up Cruel Melee/Brawl opponent?

...I actually like the sound of that.
 

Ace55

Smash Lord
Joined
Feb 18, 2008
Messages
1,642
Location
Amsterdam
Snake on a platform with me underneath it, I have around 80% and I'm stuck with a c4. In a flash: C4 explosion -> upB -> upair -> death ...

Well played Snake, well played.
 

Mr.Random

Smash Ace
Joined
Nov 12, 2013
Messages
802
Location
Tallahassee Florida
King Clubber I was doing some evasive training with Fox and Falcon to improve my camping game and sometimes the cpu's actually do kill themselves. It happens the most when I stall on the ledge but it really get on my nerves. Do you know what triggers them to air dodge off stage or just jump off stage without recovering?
 

Ginge

Smash Ace
Joined
Dec 13, 2013
Messages
687
Location
New Jersey
You're right, 210stuna. I would also like to extend my gratitude to you, Clubber. I feel humbled that the AI is more technical than I am (even if there are a few hiccups still). I hope it gets to the point that I need to up my game to actually beat the AI and am confident that you'll get it there.
 

KFrosty

Smash Apprentice
Joined
Dec 8, 2013
Messages
96
I posted this in the bug reports, but I decided to post it here for those who don't go there.

After playing enough though, I have started to notice a pattern with the AI suicides: they happen most often on the modded stages. While they still kill themselves on the regular stages, the frequency of their SDs increase on stages that drastically changed their sizes and shapes.

For example, the original version of Green Hill Zone had spanned from one side of the screen to the other, with an occasional random gap in the center while the new one is a stage similar to battlefield. While there is obviously no more stage on the left or right side of the field, the AI still seems to think there is, and will often try to "land" on tiles that were previously occupied and thus will either realize their mistake and try to return, or they try to just move farther, as they assume that maybe they just haven't quite reached the nonexistent floor.

Stages like Warioware or Lylat Cruise that have not been changed physically, or levels with screen spanning floor like Training Room and Shadow Moses seem to alleviate some of these bad AI issues. My only guess on how to fix this permanently is to change the AI coding on each stage, but I think that is effort best spent elsewhere.
So if you guys say the AI is too suicidal, try playing them on Lylat Cruise.

EDIT: good job overall Clubber, I am excited to see your progress after learning this
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
42 stages * 41 characters + Hours Spent figuring out the problem + Hours Trying to fix the problem + Hours spent modifying said code for each character / Time spent playing games (Usually Maple Story) + Time spent Brainstorming New Ideas (Usually for AI) + Time spent trying to have a life (Usually Out with friends or family) + The Few work hours i have (to make a living) = Unknown Large Amount of Time (Months maybe).

Plus i currently do not have a way to do any of that. AI doesn't think " I'm on Final Destination so i can ride up the walls on this stage." They Think " I'm on stage" or " I'm off stage" that can end up being very crossed because ai sees stages as a whole. So when Cpu's are standing on Randall, and its suddenly gone it has to switch to offstage mode usually leading to death because they might have already done an onstage action.

So its not a really bug, its just AI being dumb.

So....

Yeah....
 

Mr.Random

Smash Ace
Joined
Nov 12, 2013
Messages
802
Location
Tallahassee Florida
42 stages * 41 characters + Hours Spent figuring out the problem + Hours Trying to fix the problem + Hours spent modifying said code for each character / Time spent playing games (Usually Maple Story) + Time spent Brainstorming New Ideas (Usually for AI) + Time spent trying to have a life (Usually Out with friends or family) + The Few work hours i have (to make a living) = Unknown Large Amount of Time (Months maybe).

Plus i currently do not have a way to do any of that. AI doesn't think " I'm on Final Destination so i can ride up the walls on this stage." They Think " I'm on stage" or " I'm off stage" that can end up being very crossed because ai sees stages as a whole. So when Cpu's are standing on Randall, and its suddenly gone it has to switch to offstage mode usually leading to death because they might have already done an onstage action.

So its not a really bug, its just AI being dumb.

So....

Yeah....
I love you <3 I forgot to say thank you for the better AI. So only flinching causes them to kill themselves? Hmmm...
 

Xinc

Smash Lord
Joined
Jan 18, 2011
Messages
1,560
Location
NY, NY
NNID
xincmars
3DS FC
2981-7601-8481
Luigi in Turbo Mode just decided to raep my Marth. D:
 

DarkVim

Smash Rookie
Joined
Dec 19, 2013
Messages
2
Actually Clubber I was going to ask if you could make lv.8 the new lv.9 and make lv.9 IMPOSSIBLE CPU'S. Where they have frame perfect reaction time and punish you for every little thing? I would play Project M forever if that was possible. Like make it so they DI everything perfectly, when they combo you they follow your DI frame perfectly lol. It would be crazy.
I have also always wanted an AI which is maxed out and like uses hacks or predictions within the boundaries of the game. In many other games like strategy games AI can see things you can't, and that makes up for their stupidity, so they can actually match a humans abilities.

It would be even better if every lower level setting was a different type of AI rather than a weaker, handicapped version of AI (which no one uses anyway), in order of overall effectiveness up to level 9, and have one of the lower level CPU's a more predictable but maxed out aggressive type of play-style (melee AI), and maybe a very defensive AI that runs away and shields, for team battles, and one AI type that like sticks close to its teammates and/or relentlessly attacks (I always play with team attack off vs AI.)

With various types of AI you could train vs CPU's a lot more effectively and raise your skill level, by customizing the AI+character, and there could be some kind of description next to each AI level, instead of Nasty, Burly or Mighty it could be Aggressive, Defensive, Impossible or something.

Who plays against anything lower than a level 9 anyway? I never play vs 1 lvl 9, always 2 or 3, although 2 lvl 9's are a little too easy even with the PM AI, except for some of the characters which are very tough.
 

guedes the brawler

Smash Lord
Joined
Jan 3, 2009
Messages
1,076
Location
Brazil. Sadly. Living here SUCKS!
NNID
Rafabrawl
really?

I don't know ANY advanced techs outside of L-canceling (i actually know most, but i am bad at using them, if i can do that)... and i have an easier time fighting PM's LV9s than vBrawls.

Props to the training mode AI, though i really wish there is a way to make him as dumb as in brawl for me to pummel better.
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
Oh.

Right...

Let it be known that fighting Project M's AI in Training Mode is; pointless, because it's gimped horribly, Like... Can't use the C-Stick in (Melee's) Train mode; horrible. Training Mode affects how some codes work, the easiest and biggest example is that; CPU's Do Not Run in Train Mode. The only CPU that runs in Training Mode is; Nana. So if you fighting them in training mode you're doing yourself a disservice.

Is mostly possible now, thanks to Dantarion, and Bero. The Problem is what you're asking is not possible because I; am mostly a 1 man team. Also no Fighting game has multiple fighting styles, AI for other Fighting games are just as bad, just better coded. (And easier, no where to run, no where to hide.)

Not to mention can't jump off stage (maybe fall off in SC, But stopping them from doing that is easy compared to smash which has characters that have high levels of vertical, and horizontal momentum).They simply code the best action depending on the other players actions, unlike other fighters actions in smash do not have universal counters for each action.

That's not Totally true, but those are very character specific.
 

Mr.Random

Smash Ace
Joined
Nov 12, 2013
Messages
802
Location
Tallahassee Florida
Oh.

Right...

Let it be known that fighting Project M's AI in Training Mode is; pointless, because it's gimped horribly, Like... Can't use the C-Stick in (Melee's) Train mode; horrible. Training Mode affects how some codes work, the easiest and biggest example is that; CPU's Do Not Run in Train Mode. The only CPU that runs in Training Mode is; Nana. So if you fighting them in training mode you're doing yourself a disservice.



Is mostly possible now, thanks to Dantarion, and Bero. The Problem is what you're asking is not possible because I; am mostly a 1 man team. Also no Fighting game has multiple fighting styles, AI for other Fighting games are just as bad, just better coded. (And easier, no where to run, no where to hide.)

Not to mention can't jump off stage (maybe fall off in SC, But stopping them from doing that is easy compared to smash which has characters that have high levels of vertical, and horizontal momentum).They simply code the best action depending on the other players actions, unlike other fighters actions in smash do not have universal counters for each action.

That's not Totally true, but those are very character specific.
Bendito
 

SheldonH44

Smash Cadet
Joined
Nov 12, 2013
Messages
25
Has anyone encountered a point where a CPU literally will do nothing as long as you do nothing as well? I just had one match where I was fighting a LV. 9 DK with Lucas and we stood at one point completely still for over 2 minutes before I got bored.
 

Ginge

Smash Ace
Joined
Dec 13, 2013
Messages
687
Location
New Jersey
Has anyone encountered a point where a CPU literally will do nothing as long as you do nothing as well? I just had one match where I was fighting a LV. 9 DK with Lucas and we stood at one point completely still for over 2 minutes before I got bored.
I've had it happen with Olimar. He either stands there doing nothing or just dodge rolls over the entire stage based on where I am sometimes.
 

Daftatt

"float like a puffball, sting like a knee"
Joined
Mar 16, 2013
Messages
1,219
Location
Olympia, WA
NNID
Daftatt
Here is my very accurate assessment of AI

BTW they blue area comes from AI's constant up-b use, often to their own demise.
 

Jade_Rock55

Smash Lord
Joined
Oct 4, 2013
Messages
1,047
3DS FC
4656-7001-2336
I was thinking about a way to fix them so they don't airdodge suicide,make them not airdodge at ALL.

So they can't wavedash,at least they will have a whole stock or 2.
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
I will fix the problem with air dodging. I'm trying to find each and every source, wavedash is only a small part of the problem. Which is completely fixable as well.

Simple as this.

If X Distance to Front Ledge "Less Than Equal = ??" Or X Distance to Back Ledge "Less Than Equal = ??"
Multiply Stick Direction = -1
Endif

I'm trying to fix this problem. But it isn't the only source of the SDs either.
Gmaster has been helping me out find them and testing each fix so progress has been made.
 

Mr.Random

Smash Ace
Joined
Nov 12, 2013
Messages
802
Location
Tallahassee Florida
I will fix the problem with air dodging. I'm trying to find each and every source, wavedash is only a small part of the problem. Which is completely fixable as well.

Simple as this.

If X Distance to Front Ledge "Less Than Equal = ??" Or X Distance to Back Ledge "Less Than Equal = ??"
Multiply Stick Direction = -1
Endif



I'm trying to fix this problem. But it isn't the only source of the SDs either.
Gmaster has been helping me out find them and testing each fix so progress has been made.
You can do it! I believe in you!!
 

Rat

Smash Lord
Joined
Mar 20, 2005
Messages
1,870
Location
Chicago
i wish programming the AI was easier.

KC tried to show me it once. I wanted it to stop.
 

Shouxiao

Smash Journeyman
Joined
Apr 11, 2013
Messages
213
The AI is much better now. Sure they still do AI things at times but they can actually do combos and wavedash and dancedash at proper times now. In Turbo Mode they know how to combo you.
 

Xinc

Smash Lord
Joined
Jan 18, 2011
Messages
1,560
Location
NY, NY
NNID
xincmars
3DS FC
2981-7601-8481
My cousin decided to team up with two level 9s against me and I somehow managed to trap them under the ledge on Hyrule temple and they started attacking each other. Is this natural? Or just turf wars?
 

BILL?

Smash Apprentice
Joined
Dec 27, 2013
Messages
111
Location
Pasadena, CA
The higher level AI's in Versus mode are actually lots of fun for practicing various techs (especially edge guarding tactics now that they actually seem to vary the way they get up from ledges, like a human would. very handy IMO.) Obviously it is still a CPU; even a lvl 9 will do dumb things if you try to take advantage of it, but that's not what they are for.

And then there's Falco. Ugh. That stupid bird shine taunts me almost every time that I die off the edge. As if the blaster wasn't annoying enough, the cpu is addicted to shine taunts?!
The nerve of some space animals...

But in all honesty, props for making an AI that has a bit of style and considerably less pre-programmed foolishness.
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
It just takes a bit time to get into it, i hardly knew what i was doing when i first started only having a little experience in code. I just stuck to it, its only thanks to bero and dantarion that i got this far really. Their old notes help a lot in the beginning.

if you search the old social thread that work was all day 1 stuff with me stumbling through things, those edits are still in the current build with only minor improvements since those edits where done. :/

I don't think i've even touch the shiek edit since it was done.
 

Comeback Kid

Smash Champion
Joined
Dec 25, 2009
Messages
2,431
Location
Parts Unknown
It just takes a bit time to get into it, i hardly knew what i was doing when i first started only having a little experience in code. I just stuck to it, its only thanks to bero and dantarion that i got this far really. Their old notes help a lot in the beginning.
Your an unsung hero for taking the weird A.I. on, no sarcasm :)
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
How does the CPU spacies handle Marth's chaingrab? Do they mix up their di more like a human opponent? Also, how comparable is this to Melee? I ask because I'm working on this in melee right now, and if the chaingrab is similar enough and the AI DIs it better I will actually practice this in P:M.
 
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