Fighter AI Realism vs Difficulty

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  • johnmangala
    MVP
    • Apr 2016
    • 4525

    #661
    Re: Fighter AI Realism vs Difficulty

    It's been on topic.

    Ie. godlike AI v realistic AI, fighter templates (switch stance, tendencies etc), sliders, and functions etc.

    Comment

    • aholbert32
      (aka Alberto)
      • Jul 2002
      • 33106

      #662
      Re: Fighter AI Realism vs Difficulty

      Originally posted by johnmangala
      It's been on topic.

      Ie. godlike AI v realistic AI, fighter templates (switch stance, tendencies etc), sliders, and functions etc.
      Keep it up. More input. Less feelings. Thanks.

      Comment

      • Phillyboi207
        Banned
        • Apr 2012
        • 3159

        #663
        Re: Fighter AI Realism vs Difficulty

        Originally posted by johnmangala
        By you, Philly the ones mischaracterizing me.

        I clearly referred to a specific AI tendency in switch stance frequency for fighters like Dillashaw etc. But that gets ignored. I also commented about the return of fully shiftable strikes, which was in EA UFC 1 and would make the AI fight more like those fighters in real life.

        If someone calls you out to 'fight the AI and give feedback on specific tendencies' even tho just few posts above their post I did just that, are you not supposed to defend yourself?

        So it's okay to mischaracterize people here? He clearly mischaracterized me and when I proved him wrong, he just disappeared.

        I clearly gave feedback on specific tendencies on the AI and rather than acknowledging that as mischaracterization I am now getting threatened to get banned for defending myself when I didn't even start it?
        Lol bro

        I didnt want to start an argument. I actually disagree with adding switch stances to the AI unless it gets fixed in game and the we could do it without leaving ourselves open.

        I also would like switch stance to be more fluid but I know that’s GPD’s area not Skynet so I didnt see the point in saying so

        Feel better now?

        Comment

        • johnmangala
          MVP
          • Apr 2016
          • 4525

          #664
          Re: Fighter AI Realism vs Difficulty

          Originally posted by Phillyboi207
          Lol bro

          I didnt want to start an argument. I actually disagree with adding switch stances to the AI unless it gets fixed in game and the we could do it without leaving ourselves open.

          I also would like switch stance to be more fluid but I know that’s GPD’s area not Skynet so I didnt see the point in saying so

          Feel better now?
          The Justin Gaejthe AI shouldn't pressure because for you there isn't reliable way to maintain distance? I thought we were about using the tools given and working within the parameters now right.

          If we are talking about the AI it should use all the tools that are programmed to be in the game. Actual human players use switch stance effectively in this game and you are saying the AI cannot?

          They already do. I am just saying fighters who fight like they do irl, should fight like how they irl in this game.

          Originally posted by aholbert32
          Keep it up. More input. Less feelings. Thanks.
          Your welcome




          Comment

          • AeroZeppelin27
            MVP
            • Nov 2017
            • 2287

            #665
            Re: Fighter AI Realism vs Difficulty

            Do different Unique and Templated AIs have different TD timing?

            I find AI's like Frankie, DC, Khabib are MUCH more likely to time their shots to correlate with a GA advantage.

            So they'll shoot on a kick, or back me up to the cage, get my guard up then shoot, ect ect.

            Whereas the guys who I assume have a generic wrestling template, and even a few unique guys (Cain) will just shoot.

            They won't have a GA advantage, it won't be well timed, they'll just shoot an easily stuffable shot.
            Sometimes they'll actually block a strike that concedes a high amount of GA, then shoot once the GA is gone.

            Frankie, DC and Khabib will also shoot naked, easily stopped shots too, but they'll often utilise GA too, so I was wondering of there was a difference there?

            If there is something that dictates wether the AI utilises GA advantage on a shot, I think the rates need to be higher on the generic templates.

            Comment

            • AeroZeppelin27
              MVP
              • Nov 2017
              • 2287

              #666
              Re: Fighter AI Realism vs Difficulty

              Originally posted by aholbert32
              Doesnt look like we will get many or any other AI customizations this year. One thing I keep on forgetting is that adding more templates doesnt just affect Fight Now but it requires work in other areas of the game. If I knew he was coming, I wouldve suggested him as one a few months back when we did some AI's for fighters like Lee and GSP but I missed that chance.

              No idea what template he is using but my guess is its a generic Striker. I could be wrong though. If Rockhold is who you suggest, I'll pass it along to the devs but as you said it may be too grapple heavy.

              This is a weird one but I may suggest Joanna's or Holm. There's is more kick heavy and doesnt attempt TDs and subs though which is problematic because Cro Cop does attempt subs.

              I'll give it some more thought.
              Ooo, Holm is a good one, smart thinking!
              Southpaw, roundhouse friendly not too aggressive and counters well.

              However, like Rockhold, her AI utilises ? Kicks and this looks off for Mirko, however removing the ? Kick from his moveset would probably fix that.

              Hopefully Zombies suggested change of removing the front kicks and adding Axe kicks goes through too, that will help I think.

              I'll go play JJ and Holm and report back, but again, good idea, I didn't even think about a female AI because I'm subconsciously sexist it seems hahaha.

              Edit: I could almost forgive his AI not going for subs if it felt a lot better on the feet.
              Cro Cop didn't really add subs to his game until his later career, post 2010.

              I think his only two submissions that weren't due to strikes pre 2010 was Randleman Nd Barry.

              Definitely a perception.vs stats one.
              I think most people expect kickboxing Cro Cop, even though hes transformed into a much more plodding, clinch friendly power puncher in his later years.

              The dude epitomizes old man strength haha.
              Last edited by AeroZeppelin27; 07-15-2018, 10:32 PM.

              Comment

              • AeroZeppelin27
                MVP
                • Nov 2017
                • 2287

                #667
                Re: Fighter AI Realism vs Difficulty

                After several matches against JJ and Holly I personally reckon Hollys AI would be the better of the two as a replacement for Cro Cops current AI template.

                Already made for southpaw, throws more single strikes/kicks and is more passive/counter friendly

                Whereas JJ is more Muay Thai styled and combo heavy from what I saw.

                The only caveat is Cro Cop would need the question mark kick removed as Holly has a tendency to throw that and Mirko doesn't.

                Comment

                • MeowingForVengeance
                  Pro
                  • May 2016
                  • 576

                  #668
                  Re: Fighter AI Realism vs Difficulty

                  So I've thought going back to UFC 2 that when you assign a CAF a fighter personality, it just sets their entrance and win animation. But it turns out they also get that fighter's AI. So now I know why my grappler CAF wasn't going for takedowns: he had Manuwa's personality. I change it to Kevin Lee, and voila: shots for days.

                  If this was common knowledge, it completely passed me by.

                  Comment

                  • Phillyboi207
                    Banned
                    • Apr 2012
                    • 3159

                    #669
                    Re: Fighter AI Realism vs Difficulty

                    How does everyone feel about sliders affecting red/blue corners instead of human vs computer?

                    This could be used as a work around to help give fighters stats advantages/disadvantes in certain matchups.

                    I think it could make cpu vs cpu more intriguing.

                    Comment

                    • aholbert32
                      (aka Alberto)
                      • Jul 2002
                      • 33106

                      #670
                      Re: Fighter AI Realism vs Difficulty

                      Originally posted by MeowingForVengeance
                      So I've thought going back to UFC 2 that when you assign a CAF a fighter personality, it just sets their entrance and win animation. But it turns out they also get that fighter's AI. So now I know why my grappler CAF wasn't going for takedowns: he had Manuwa's personality. I change it to Kevin Lee, and voila: shots for days.

                      If this was common knowledge, it completely passed me by.
                      Yeah it was something the team added right before release. I would prefer that they were separated but this was the best they could do in short notice. What sucks is that sometimes I want to assign a CAF a passive AI like Wonderboy but that means that I also have to give that CAF Wonderboy's win animation which is specific to him.

                      Comment

                      • AeroZeppelin27
                        MVP
                        • Nov 2017
                        • 2287

                        #671
                        Re: Fighter AI Realism vs Difficulty

                        Originally posted by Phillyboi207
                        How does everyone feel about sliders affecting red/blue corners instead of human vs computer?

                        This could be used as a work around to help give fighters stats advantages/disadvantes in certain matchups.

                        I think it could make cpu vs cpu more intriguing.
                        I like it.

                        I was just showing the sliders to a mate the other day and wanted to have a fight where I had default power and he had maximum.

                        I was a little surprised when I figured we couldn't do it, only have the same slider affected power.

                        So yes, this would be raaaaad for PvP, player vs Comp, Comp vs Comp, ect ect.

                        Comment

                        • AeroZeppelin27
                          MVP
                          • Nov 2017
                          • 2287

                          #672
                          Re: Fighter AI Realism vs Difficulty

                          Pettis' AI is another possible one for Cro Cop.
                          Given Cro Cop doesn't have any spinning attacks that removes the issue of him throwing a lot of spinning techniques which Pettis AI does.

                          Hopefully it would result in his AI using light boxing combos and a hearty amount of high mid and low roundhouse kicks.

                          He also (shouldn't) doesn't shoot TDs but will engage on the ground and go for submissions.

                          But yeah, the key factors being rangey, counterstriking friendly, kick heavy offence, will engage on the ground but won't initiate.

                          And Pettis' AIs tendency to spin shouldn't be an issue given Cro Cops moveset.

                          Holm or Pettis are probably the best 2 so far.

                          Edit: One issue with the Pettis AI is he will switch stance pretty happily. Which wouldn't shot Cro Cop, I don't think Holms AI has that problem.
                          Last edited by AeroZeppelin27; 07-17-2018, 01:29 AM.

                          Comment

                          • AeroZeppelin27
                            MVP
                            • Nov 2017
                            • 2287

                            #673
                            Re: Fighter AI Realism vs Difficulty

                            What are folks thoughts on Woodleys AI?

                            Something about it.. Irks me.
                            Sometimes he's quite passive and baiting.
                            Other times hell do that, then abandon it when it starts working and just slangin' leather.

                            Also. Would it be possible to get his get-up denial rates increased?

                            I don't know if I just get lucky with Woodleys AI a lot but he seems to be the easiest wrestler in game to get up from under (who has a top game above 90)

                            In my last fight with him (on +6 transition speed) he'd get me down easily. But never deny my immediate standup that I was spamming.

                            Most wrestler AIs on peo will shut that sh** down immediately if you don't have GA. Can Woodley be tweaked to be more like that?

                            Currently his wrestling just isn't a threat.

                            Comment

                            • AeroZeppelin27
                              MVP
                              • Nov 2017
                              • 2287

                              #674
                              Re: Fighter AI Realism vs Difficulty

                              Also I have a theory on why the AI is standing up fron guard postured up.

                              It's a "pathway" error for lack of better terminology.

                              Most of the AIs that do it are wrestlers who will go to stack guard from Guard postured up (DC, Cain, Khabib, ect)

                              I think the AI is confusing the stack guard transition and the getup transition.
                              As I think I've been stacked maybe once by the AI since this started occuring.

                              Hopefully it gets nipped in the next patch.
                              I just had DC standup after MAULING me, which let me land a lucky combo and drop him. I was a sad boy.

                              Comment

                              • Phillyboi207
                                Banned
                                • Apr 2012
                                • 3159

                                #675
                                Re: Fighter AI Realism vs Difficulty

                                Agree 100% on Woodley and most wrestler AIs. I think on pro you should need GA for a good grappler to not deny the get up.

                                Also agree on Woodley. In real life he doesnt start swangin n bangin if you press him. He’s aggressive once he rocks you but will go back to being conservative if you’ve recovered. He’s very mindful of his gas tank and really defensive.

                                Comment

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