Recommended Videos

Collapse

AI Beta Feedback

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Skynet
    EA Sports UFC Developer
    • Mar 2015
    • 703

    #106
    Re: AI Beta Feedback

    Originally posted by AydinDubstep
    Havent read earlier posts so forgive if already posted. On PRO:
    1) Ferguson does a rolling thing but never quite manages to get the range right.
    Good catch This is actually him trying to do an imanari roll, which is broken for the AI in the beta. Has since been fixed.

    Originally posted by AydinDubstep
    2) The CPU's response to catch a kick and punch as opposed to TD or sweep is too high.
    Different archetypes can perform takedowns and trips, though the conditions to be allowed to do them isn't always active during a catch kick....I might make it so some IA types are always allowed to go for the takedown on a catch since they will be notably more rare in release.

    Originally posted by AydinDubstep
    3) The CPU has difficulty catching up if I am rocked and back peddle. I do the following: back peddle a bit, press block button, the cpu stops too, then I back peddle more, press the block button, rinse and repeat till the rock is over.
    This has been improved post-beta, but I think I'd still like it to be better in all honesty.

    Originally posted by AydinDubstep
    4) When I deny a TD, I have the CPU under me and can throw lot of body punches and they don't seem fussed about moving. Happens maybe 30% of thr time then they eventually start transitioning.
    This has also been improved post-beta, hopefully to a sufficient level.

    Originally posted by AydinDubstep
    5) When on the edge of striking range, some characters throw a lot of round body kicks and whiff, get countered but repeat the same thing later. Maybe they don't have other moves at edge of kick range?
    This is one of the more important fixes to the high end AI post-beta. There was a bug in their prediction of in/out of range. They actually think those strikes are going to land...

    Originally posted by AydinDubstep
    6) Did a cpu vs cpu, in mount, one guy postured up stared at the guy on bottom for a while then proceeded to beat him to a pulp and KO. Guy on the bottom didn't show much urgency to get out of the position. Was Diakese vs one of the grappler dudes.
    Think this is fixed.

    Originally posted by AydinDubstep
    7) When hurt, the AI backs off a bit too far and is content to stay back on the fence and counter from there as opposed to moving off or at the very least, keeping a slight distance from the cage say arms length. They go full anderson silva. Quite scary if anderson does it too xD
    This is something that is still in the game at the moment, and I've been pondering it for a while now. Have some thoughts about it, but currently no exact plan to change. Might end up simply reducing the distance that the AI tries to run to.

    Originally posted by AydinDubstep
    Great job though dude! Really looking forward to seeing how the sliders tie into all of this
    Thanks for the feedback!

    Bassi busting out fancy secrets. Stealing all the glory. Preposterous...They should go quite a long way for offline users.

    Comment

    • The_Waterboy92
      Pro
      • Mar 2016
      • 528

      #107
      Re: AI Beta Feedback

      Originally posted by Skynet
      Glad to hear you're enjoying some of the changes to the AI in 3. There are in fact some bugs in the beta judging that have since been fixed, but overall it's still decent if you don't hit those.



      While the AI does generally improve everything with each difficulty jump, they actually do have notable weaknesses. Every AI has a couple of things that improve much less than others, to make them always have an opening in their armor. Sometimes we have done this in ways that aren't necessarily realistic, as the fighter in real life would actually be good at those things but in-game they can't be that good.

      For instance, Khabib can wreck you on the ground, but there are some things that he has trouble defending and you can try to find them and learn how best to beat him. Strikers are terrible on the ground compared to grapplers of the same difficulty, and visa versa.

      As the to killer instinct, this has also been improved quite a bit post-beta. I imagine most people would actually be very surprised at how much the game improves in the last couple months. The polish and bug fixing that happens during the final crunch is incredible.

      Keep the feedback coming!
      Thanks for the response! Great to hear that the killer instinct has been changed post-beta. I look forward to seeing that new implementation come release time. As for your comments regarding the AI, you are probably in the right about this. I found myself attempting the same strategies no matter what and resorting back to my UFC 2 mentality. It’s great to hear that you need to really work to solve the puzzle that your opponent is. I will be attempting this out tonight after work. I’m excited to see what the more polished final product looks like because this is a good foundation in my eyes. Much improved from the last so thank you

      Comment

      • pdandy
        Rookie
        • Dec 2009
        • 343

        #108
        Re: AI Beta Feedback

        Already impressed with the AI and to hear that a lot of the issues we're seeing have already been fixed is fantastic news. Great work, AI team!

        Some more notes:
        - I really struggled to stay and get back to my feet when using Conor against Khabib which is the way things should be. In EA UFC 2, I had no issues stuffing takedowns or using the GetUp transition; I love that the challenge has ramped up in this regard.
        - It used to be so easy to takedown the AI in EA UFC 2 using anyone with zero setup; I remember using Mark Hunt vs. PRO Cain and got unbelievable results. In UFC 3, I repeated the same braindead "strategy" using Nate against a stamina depleted Conor in round 4 and was stuffed 3 times. So happy this has improved. I can no longer blindly shoot.

        Comment

        • MiniBrakkerz
          Rookie
          • Nov 2017
          • 31

          #109
          Re: AI Beta Feedback

          Ai is so much better. Fighters behave like themselves although diaz ai is insanely good.

          One thing though is i find the ai trike a bit too much from bottom on the ground

          Comment

          • bmlimo
            MVP
            • Apr 2016
            • 1123

            #110
            Re: AI Beta Feedback

            they clinch and ground are weak... but stand up is really great barbosa fight like the real one

            Comment

            • Bigg Cee
              MVP
              • Apr 2016
              • 4676

              #111
              Re: AI Beta Feedback

              Has anyone beaten the AI on legendary?

              Just wondering what everyone thinks about that difficulty.

              Comment

              • JohnnyCobra
                Rookie
                • Sep 2017
                • 33

                #112
                Re: AI Beta Feedback

                Originally posted by Bigg Cee
                Has anyone beaten the AI on legendary?

                Just wondering what everyone thinks about that difficulty.
                Yea, a few times https://forums.operationsports.com/f...2&postcount=54

                After the last one I gave up, the AI is bonkers. Crazy on the feet, extremely predictable on the ground.

                Comment

                • aholbert32
                  (aka Alberto)
                  • Jul 2002
                  • 33106

                  #113
                  Re: AI Beta Feedback

                  Originally posted by AydinDubstep
                  I've figured it out. Going to upload some videos in a bit.

                  The gist of it, stay on the edge of kicking range, bait them with footwork and counter till you win. They struggle at that range and will throw odd strikes such as uppercuts.


                  That approach won’t be as successful at retail.


                  Sent from my iPhone using Tapatalk Pro

                  Comment

                  • Skynet
                    EA Sports UFC Developer
                    • Mar 2015
                    • 703

                    #114
                    Re: AI Beta Feedback

                    Originally posted by AydinDubstep
                    Good to hear dude!

                    PS4 is being odd so haven't got round to uploading the other vids but this is pretty much how I was beating them and a demonstration of what to do with the feet to confuse the AI:

                    <iframe width="640" height="360" src="https://www.youtube.com/embed/3xr4TTK_YYU" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>

                    I'm sort of circling the left stick really quickly to make it seem like I'm about to move but then don't.

                    Works really well against Ferguson & anyone who likes to throw slow kicks.

                    Edit: I've beaten legendary AI using a blitz rush too but 2 out of 3 times they get the better of me in those situations. The best way is counter striking on the edge of range.
                    As noted by aholbert, this tactic is indeed much less viable post-beta, as it is exploiting a bug in the AI's range prediction that has been fixed. On the high difficulty, the AI will be notably more accurate in release.

                    Comment

                    • mannyonelover
                      Pro
                      • Apr 2016
                      • 645

                      #115
                      Re: AI Beta Feedback

                      what about the AI always running away and backing up...very frustrating and I know you addressed the AI always catching kicks do to a bug of sort but it really interfere with the BETA as a whole when you cant use a major move (body kick) to your strategy, so its really hard to give a honest raw opinion on a beta that has a major hole in its AI, a player cant fully gauge the AI functionality in regards to gameplay, I would hope that EA sets up a second week of beta with a updated version to better grade the game because I love the series but there are some quite noticeable hick ups?

                      Comment

                      • JahsGoldenGanjaSolja
                        Rookie
                        • Nov 2017
                        • 66

                        #116
                        Re: AI Beta Feedback

                        I was Nate Diaz vs Connor McGregor in Practice mode with Connor set at skilled striking. He KO'd me like 7 times before I was able to get Nate's range down enough to take Connor out in a good fight, that ended in a forward right head kick thrown by me.

                        Loving the AI - great job to whoever was the dev(S) that handled AI. Love it. Connor is true beast mode to fight against. Love it.

                        The AI fights like a skilled person. AI has really fast responses, and moves to stop you before you set up something. For example, I was moving forward to throw a strike, and with the quickness Connor hit me with a leg kick to my thigh that just stopped me from doing that. Love it.

                        Comment

                        • Skynet
                          EA Sports UFC Developer
                          • Mar 2015
                          • 703

                          #117
                          Re: AI Beta Feedback

                          Originally posted by mannyonelover
                          what about the AI always running away and backing up...very frustrating and I know you addressed the AI always catching kicks do to a bug of sort but it really interfere with the BETA as a whole when you cant use a major move (body kick) to your strategy, so its really hard to give a honest raw opinion on a beta that has a major hole in its AI, a player cant fully gauge the AI functionality in regards to gameplay, I would hope that EA sets up a second week of beta with a updated version to better grade the game because I love the series but there are some quite noticeable hick ups?
                          Some fighters are designed to keep their range, some are not. This is not a universal "problem" of the AI.If you're having trouble hitting an AI that is staying out of your range then you have to crowd them into the cage.

                          If you can't keep them there and you're unable to land strikes on them, then they're doing their job.

                          There are plenty of other fighters who don't have this behavior and will stay in close and pin you against the cage instead of you begin to retreat.

                          Comment

                          • mannyonelover
                            Pro
                            • Apr 2016
                            • 645

                            #118
                            Re: AI Beta Feedback

                            Originally posted by Skynet
                            Some fighters are designed to keep their range, some are not. This is not a universal "problem" of the AI.If you're having trouble hitting an AI that is staying out of your range then you have to crowd them into the cage.



                            If you can't keep them there and you're unable to land strikes on them, then they're doing their job.



                            There are plenty of other fighters who don't have this behavior and will stay in close and pin you against the cage instead of you begin to retreat.


                            Interesting because it seems it happens mostly on UT so that would make sense because In play now Connor definitely stays in the pocket... it just seems like a lot of Caf run back


                            Sent from my iPhone using Operation Sports

                            Comment

                            • sevcrane
                              Rookie
                              • Feb 2015
                              • 71

                              #119
                              Re: AI Beta Feedback

                              Watched some Cpu vs cpu and heres some thoughts..
                              Have the ability to pass cut scenes in cpu vs cpu
                              Too many kos and knockdowns
                              No decisions always kos had 15 fights all kos
                              Stare at eachother for like 15 seconds
                              They miss a lot of Uppercuts dont have range
                              Too many punches been thrown
                              Needs more blood in gruesome fights
                              Gnp too powerful
                              Ai just stands their in cpu vs cpu sometimes
                              Ai struggles to block ground strikes

                              Not all stand up fights should be like stann vs. silva


                              And what i noticdd playing the cpu was..

                              Too easy to take down and ko

                              Notice if you go out of range and throw a head kick that the cpu doesnt block 95 percent of the time

                              Comment

                              • Skynet
                                EA Sports UFC Developer
                                • Mar 2015
                                • 703

                                #120
                                Re: AI Beta Feedback

                                Originally posted by sevcrane
                                Watched some Cpu vs cpu and heres some thoughts..
                                Have the ability to pass cut scenes in cpu vs cpu
                                Sadly this isn't an AI thing but is related to the fact that neither controller is hooked up to a fighter itself. Easiest way around it is to start a fight as one fighter then change to CPU vs CPU in the pause menu if you really want this.

                                Originally posted by sevcrane
                                Too many kos and knockdowns
                                No decisions always kos had 15 fights all kos
                                Needs more blood in gruesome fights
                                Ai just stands their in cpu vs cpu sometimes
                                Not much to do for any of these really. It's more of a general gameplay balance thing. There are fewer KOs in lower difficulties, and with some of the aggression change this should change. Different fighters and weight classes not in the beta will also be more passive during fights.

                                And yes, if you want less KOs and less punches, then sometimes the AI is going to just stand there...

                                Originally posted by sevcrane
                                Stare at eachother for like 15 seconds
                                Too many punches been thrown
                                Have some plans on how to address these, will see how they go.

                                Originally posted by sevcrane
                                Gnp too powerful
                                They miss a lot of Uppercuts dont have range
                                Ai struggles to block ground strikes
                                These have already been addressed and should be better post-beta

                                Originally posted by sevcrane
                                Notice if you go out of range and throw a head kick that the cpu doesnt block 95 percent of the time
                                Not sure if you're saying this is good or bad, but yes if you're way out of range the AI won't bother to block a strike that isn't going to land.

                                Comment

                                Working...