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Fighter AI Realism vs Difficulty

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  • tissues250
    MVP
    • Apr 2016
    • 1526

    #196
    Re: Fighter AI Realism vs Difficulty

    Originally posted by Skynet
    Man, leave for a week and everyone loses their minds!! (kidding...) Thanks for all the feedback, I'm still trying to go through it while actually working on making changes to the urgent problems.

    First and foremost: I have tuned down AI aggression and output for the next big patch. I can never have enough time to really test these things and understand all the repercussions...so I hope this doesn't make something else much worse.

    Secondly: Royce Gracie was totally set to use the striker template .... smh. Thanks for speaking up and bringing this to our attention. Honest bug that slipped through the cracks somehow. This should get fixed pretty quick, hopefully in an update next week?

    As previously noted a few times, AI leg checks have also been toned down quite a bit, and in fact the system controlling them rewritten. They should now check legs more realistically, allowing for setups (end of a combo) as well as pattern changing (kick high a lot and they'll block high if you go low more often).

    There's a bunch of other stuff in as well, but those are some recently called out on this thread.

    Back to work!
    thanks. great to hear. but what about AI crazy Sub? Its a urgent problem, imo.
    Last edited by tissues250; 02-16-2018, 03:39 PM.

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    • Falseperception
      Rookie
      • Jan 2018
      • 236

      #197
      Re: Fighter AI Realism vs Difficulty

      I’ve brought up Akhmedov a few times - can he be tuned - he only strikes . He’s an extremely high level sambo guy with good wrestling . He’s one of my favorites . Please adjust

      Comment

      • pdandy
        Rookie
        • Dec 2009
        • 343

        #198
        Re: Fighter AI Realism vs Difficulty

        Originally posted by WatchMeDrive
        Is this a hint that the first patch is dropping next week ?
        Don't think so. Probably another tuner update.

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        • Skynet
          EA Sports UFC Developer
          • Mar 2015
          • 703

          #199
          Re: Fighter AI Realism vs Difficulty

          Originally posted by WatchMeDrive
          Is this a hint that the first patch is dropping next week ?
          It is not.

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          • tissues250
            MVP
            • Apr 2016
            • 1526

            #200
            Re: Fighter AI Realism vs Difficulty

            please tone down AI crazy Submission. Its impossible to escape on pro, legendary.

            Comment

            • Skynet
              EA Sports UFC Developer
              • Mar 2015
              • 703

              #201
              Re: Fighter AI Realism vs Difficulty

              Originally posted by tissues250
              thanks. great to hear. but what about AI crazy Sub? Its a urgent problem, imo.
              .... :\ Indeed it is. Sadly there are too many urgent problems and I can't fix them all instantly. This is one such issue.

              Still very near the top of my todo list, but one that doesn't have as easy a solution. Given the short time frame to make changes, we have to prioritize not just big issues, but ones we can actually fix.

              I would prefer to get five things fixed than one, essentially. At this stage, there are enough notable issues that they are worth fixing in this way. Down the road as things stabilize, it might be more worth it to fix one glaring issue than five bad ones.

              Edit: This is still going to get fixed, and if we're lucky it will make it in time for the next major patch. Might not happen, however.

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              • tissues250
                MVP
                • Apr 2016
                • 1526

                #202
                Re: Fighter AI Realism vs Difficulty

                Originally posted by Skynet
                .... :\ Indeed it is. Sadly there are too many urgent problems and I can't fix them all instantly. This is one such issue.

                Still very near the top of my todo list, but one that doesn't have as easy a solution. Given the short time frame to make changes, we have to prioritize not just big issues, but ones we can actually fix.

                I would prefer to get five things fixed than one, essentially. At this stage, there are enough notable issues that they are worth fixing in this way. Down the road as things stabilize, it might be more worth it to fix one glaring issue than five bad ones.

                Edit: This is still going to get fixed, and if we're lucky it will make it in time for the next major patch. Might not happen, however.
                thanks for answer. that's okay. hopefully, it will be fixed asap.

                Comment

                • aholbert32
                  (aka Alberto)
                  • Jul 2002
                  • 33106

                  #203
                  Re: Fighter AI Realism vs Difficulty

                  Originally posted by WatchMeDrive
                  Is this a hint that the first patch is dropping next week ?
                  No that just means there could be an update next week.

                  Comment

                  • WatchMeDrive
                    Rookie
                    • Dec 2017
                    • 101

                    #204
                    Re: Fighter AI Realism vs Difficulty

                    Originally posted by Skynet
                    I have tuned down AI aggression and output for the next big patch.
                    Short rant: I hope these changes are worth it. The more I've played against these advancing style of AIs (there's A LOT) these past few days the more I've gotten fed up with them. It's a total snore fest having a CPU walk you down like a brick wall. I'm putting the game down and I'll patiently wait for these patches, because playing offline is just completely unfun unless I play against a specific fighter. I'm completely let down by these aggressive AIs and I'll likely end up going to back to UFC 2 if things don't change by the first major patch.

                    Comment

                    • AeroZeppelin27
                      MVP
                      • Nov 2017
                      • 2287

                      #205
                      Re: Fighter AI Realism vs Difficulty

                      Originally posted by WatchMeDrive
                      Short rant: I hope these changes are worth it. The more I've played against these advancing style of AIs (there's A LOT) these past few days the more I've gotten fed up with them. It's a total snore fest having a CPU walk you down like a brick wall. I'm putting the game down and I'll patiently wait for these patches, because playing offline is just completely unfun unless I play against a specific fighter. I'm completely let down by these aggressive AIs and I'll likely end up going to back to UFC 2 if things don't change by the first major patch.
                      If you go back to UFC 2 all your gonna see is how much better the AI is in 3, even the bad ones are better than UFC 2 IMO.

                      With that said, I completely agree about the aggressive AI types, they really show some of the issues with locomotion in general (in that a fighter with 15pts less footwork can stay glued to you for 15 minutes) aswell as being annoying and lacklustre to play against.

                      I've actually been doing the same thing as you and avoiding the wrestler and brawler AIs like a plauge because they feel awful.

                      Personally, the issue isn't there pressure heavy style, Its how it looks, and the way the AI goes about it, there is no range management, its literally get so close that you can't get any closer, and stay there, even if it is to the detriment of the fighter.

                      Example, I fought Nick Lentz last night (sadly I can't recall who I was, but I had a few inches reach disadvantage, similar stats) and he would just stand at point blank, which meant my punches would get to him quicker due to the frame difference on reach, he wasn't utilising any range, he was just in my face. It feels jarring to see/play when you follow it up with a fight against an AI like Barboza. Who uses range and distance management beautifully.

                      Comment

                      • Skynet
                        EA Sports UFC Developer
                        • Mar 2015
                        • 703

                        #206
                        Re: Fighter AI Realism vs Difficulty

                        Originally posted by AeroZeppelin27
                        If you go back to UFC 2 all your gonna see is how much better the AI is in 3, even the bad ones are better than UFC 2 IMO.

                        With that said, I completely agree about the aggressive AI types, they really show some of the issues with locomotion in general (in that a fighter with 15pts less footwork can stay glued to you for 15 minutes) aswell as being annoying and lacklustre to play against.

                        I've actually been doing the same thing as you and avoiding the wrestler and brawler AIs like a plauge because they feel awful.

                        Personally, the issue isn't there pressure heavy style, Its how it looks, and the way the AI goes about it, there is no range management, its literally get so close that you can't get any closer, and stay there, even if it is to the detriment of the fighter.

                        Example, I fought Nick Lentz last night (sadly I can't recall who I was, but I had a few inches reach disadvantage, similar stats) and he would just stand at point blank, which meant my punches would get to him quicker due to the frame difference on reach, he wasn't utilising any range, he was just in my face. It feels jarring to see/play when you follow it up with a fight against an AI like Barboza. Who uses range and distance management beautifully.
                        That has in fact changed in the next patch. Fighters, even the aggressive ones, won't stay glued to you after getting in close. There are also more viable options to push them away and create space when you want it.

                        This is one of those things that looks great on paper and in our heads, and we just don't have enough time to playtest thoroughly enough to see how it truly performs in the wild under scrutiny.

                        The original design was to have noticeably different locomotion designs for different kinds of fighters. In what time we had to play and test them we could see and feel that they were indeed different. They also seemed quite viable in small doses. Sadly, when played as much as users do, it breaks down. This is why feedback is so important, and why we are continuing to patch the game post-launch.

                        To be honest, I'm a little sad that the fighters have become slightly more homogeneous again from this change, but ideally I'll have the time to differentiate them again further down the line. For now, this seems like the right move.

                        Comment

                        • MeowingForVengeance
                          Pro
                          • May 2016
                          • 576

                          #207
                          Re: Fighter AI Realism vs Difficulty

                          Appreciate the work you're doing, Skynet.

                          Something I've noticed playing through career mode as a grappler is the AI's tendency to repeatedly attempt the same transition after denial. Sometimes they'll keep trying until their stamina's depleted. Any chance future patches could bring an AI that fights smarter on the ground?

                          Comment

                          • Skynet
                            EA Sports UFC Developer
                            • Mar 2015
                            • 703

                            #208
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by MeowingForVengeance
                            Appreciate the work you're doing, Skynet.

                            Something I've noticed playing through career mode as a grappler is the AI's tendency to repeatedly attempt the same transition after denial. Sometimes they'll keep trying until their stamina's depleted. Any chance future patches could bring an AI that fights smarter on the ground?
                            Just so happens that you're in luck, that exact problem has indeed been fixed. While the AI might try to transition when somewhat low on stamina for other reasons, they won't spam the same one 2-3 times in a row without stopping. There will in the least be a few seconds pause before they try again.

                            Previously (currently?) if you deny the AI fast enough, it still tries to accomplish the goal it had a few seconds ago and jumps right back into the transition. After the patch, denying the AI's transition in that window will make it pick a new goal and plan a way to do it. It's possible that it will pick the same goal as before, but even if it does, there will be a short pause before it begins the action. As stamina goes down, these new opportunities to change goals will increase their chance to simply recover their stamina as well instead of acting.

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                            • MeowingForVengeance
                              Pro
                              • May 2016
                              • 576

                              #209
                              Re: Fighter AI Realism vs Difficulty

                              Made my day with that. You rule!

                              Comment

                              • AeroZeppelin27
                                MVP
                                • Nov 2017
                                • 2287

                                #210
                                Re: Fighter AI Realism vs Difficulty

                                Originally posted by Skynet
                                Just so happens that you're in luck, that exact problem has indeed been fixed. While the AI might try to transition when somewhat low on stamina for other reasons, they won't spam the same one 2-3 times in a row without stopping. There will in the least be a few seconds pause before they try again.

                                Previously (currently?) if you deny the AI fast enough, it still tries to accomplish the goal it had a few seconds ago and jumps right back into the transition. After the patch, denying the AI's transition in that window will make it pick a new goal and plan a way to do it. It's possible that it will pick the same goal as before, but even if it does, there will be a short pause before it begins the action. As stamina goes down, these new opportunities to change goals will increase their chance to simply recover their stamina as well instead of acting.

                                You're a gentleman and a scholar Skynet.

                                Truly epic work, THANK YOU!!!!

                                Comment

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