At this point I'll be honest and say that I'm considering it, or at least considering putting the idea in front of the decision makers. After removing the AI's crazy parry/counter punch ability from UFC 1, it has been left somewhat lacking. Although some players have found it to now be adequate, that is usually with the use of house rules, and still they can overpower it when they want. The pro difficulty in a fighting game should be damned good, and pose a threat to most if not all players. That's the whole purpose of having multiple difficulty levels.
My personal focus going into UFC 2 was to make the fighters more diverse, unique, and recognizable. The overall gameplay team's plan going into UFC 2 was to focus largely on the grappling and related mechanics. These two things took up most of the time and energy dedicated to the AI, and sadly the AI's standup never really came together. At least not to the level that I wanted. That being said, I am still very proud of the advances that the AI has made, even if they're not all immediately apparent to users, but there's always places to improve.
Thankfully, with the community's help, many of the issues surrounding the AI (at launch) have been resolved if not greatly improved upon; such as better (realistic) defense and stamina management, smarter defense and offense during health events, appropriate use of the Stockton-slap, etc. All very important things that have come post-launch thanks to continued community feedback and support.
While I am very grateful for the insights and thoughts the community has provided, the greatest remaining problem is actually that UFC 2's standup is not very AI friendly. We don't have explicit combos or frame counting like SF, it doesn't have a network of logical connections going from one move to another like grappling now does, it doesn't even have consistent results for KO/KDs. These kinds of issues have made it very difficult to make the AI always or even often do the exact right thing at the exact right time. It simply doesn't have a good enough understanding of the meta, and building a system which would allow it to do so is way too big of a task at this point, if even reasonably possible. That is not to say the AI has no idea what's going on, or doesn't have any tools at its disposal, just that they miss out on some key details at key points which could really change the game.
Players have found 'magic combos' and guaranteed hit reactions in the meta, which if the AI used would make it more difficult, to be fair. However, these are byproducts of a somewhat messy meta that were not intended. Indeed, had we known of them sooner they likely never would have made it into the game.
Personally, the I think the AI's ground game is on point. At least, it is very capable and if anything is being intentionally held back. This is due certainly to the fact that it was given a fair amount of dev time, but really it's because of the awesome design behind the mechanics and the AI's ability to traverse the data that drives that part of the game. It is complex, but very well structured. This kind of design lends itself incredibly well to AI, and a huge kudos to GPD and the rest of the team involved, GC included.
Hopefully the standup game can get to this level in the future.
Cheers,
Your friendly neighborhood Skynet.