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How is AI Designed in Smash Bros

Discussion in 'Game Design' started by Devastadus, Jan 31, 2019.

  1. Devastadus

    Devastadus

    Joined:
    Jan 27, 2015
    Posts:
    23
    I am curious to how they do it. If you look at the new Super Smash bro's it has 76 different characters, 103 different Arenas, Tons of items. and just a heck a lot of variations. After playing it the AI seems very competent and can handle pretty much any arena/character/item combo.

    So how do they design this thing? Do they use some sort of machine learning? I see you can 'train' your amiibo, but the AI in smash is good even in the old ones before AI was really a thing. Behavior Tree just seems infeasible, there would be way to many conditions and the AI doesn't seem to follow really any patterns. How are they achieving this?
     
  2. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    4,540
    Why? Like, I don't think you understand that behaviour trees can deal with broad strokes as well as specific situations.
     
    SparrowsNest, Ryiah and BlankDeed like this.
  3. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    7,590
    AI for a fighting game isn't hard. The traditional approach is just a bunch of heuristics — pick an opponent; if he's too far away, use a ranged attack if you can, else move closer; if the distance is right for a close attack, do it; if being attacked, consider blocking, etc.
     
    BrandyStarbrite likes this.
  4. BrandyStarbrite

    BrandyStarbrite

    Joined:
    Aug 4, 2013
    Posts:
    1,054
    For the classic fighting games like Street Fighter 2, Hyper Fighting etc
    and Mortal Kombat 2, or any of the fighting games, released during the
    early to mid late 90's.........

    What they did, was make it, where whenever the player did a move
    command, for like eg. Ryu's Ha do ken or Sub zeros Freeze magic etc.
    A few frames before the move you did, would actually be seen onscreen,
    the AI opponent was programmed, to immediately react to it.
    Eg. Jump over it, block etc.

    So in other words, whatever move you performed, or whatever button
    you pressed, the AI was programmed to react to it. That's why alot of the
    classic fighting games, were so hard to beat. Because the cpu would
    read your input command, then immediately counter attack, before
    your move came out.

    Fighting against cpu Ryu in Street Fighter 2, or fighting the cpu in MK2,
    are some really good examples of this. :p

    It's possible, that smash uses a combination, of this technique and a few others.
    But knowing nintendo, they probably did some special programming tricks, to
    achieve this.
     
    Last edited: Feb 2, 2019
    Braineeee likes this.
  5. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    13,033
    What's hard is testing it when you don't have the skills to keep up with it. :p
     
    Braineeee, SparrowsNest and JoeStrout like this.
  6. RockoDyne

    RockoDyne

    Joined:
    Apr 10, 2014
    Posts:
    2,231
    Honestly, it could be as simple as a random, weighted table for behaviors. Especially considering World of Light and all of the variety in it, it probably wasn't more complicated to configure than a wall of sliders to define preferences.

    The behaviors themselves are probably more complicated, but those probably aren't much more than steering behaviors.
     
  7. SparrowsNest

    SparrowsNest

    Joined:
    Apr 6, 2017
    Posts:
    1,137
    +1

    A good behavior tree can deal with an infinite amount of variations(arena, opponents, weapons) and come up with a different solution for each time it encounters a particular situation.
     
  8. Braineeee

    Braineeee

    Joined:
    Nov 9, 2014
    Posts:
    861
    Yes. But efficiency. Also complexity management.