Fighter AI Realism vs Difficulty

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  • The_Waterboy92
    Pro
    • Mar 2016
    • 528

    #76
    Re: Fighter AI Realism vs Difficulty

    Originally posted by phillyfan23
    Can you do that test i mentioned and report your round 1 cpu ai strike output? Use acc clock and see if there is a difference

    Thanks


    Sent from my iPhone using Operation Sports
    Yeah no problem I’ll run that tonight when I get home from work. Any specific fighters you want me to test specifically? Do you want to see it specifically with more aggressive fighters or I can do it a few times with random fighters

    Comment

    • phillyfan23
      MVP
      • Feb 2005
      • 2319

      #77
      Re: Fighter AI Realism vs Difficulty

      You can test with aggressive fighters and then test with medium fighters just please do it twice: once with default stamina and record the amount of cpu strikes in round 1 and then do one with stamina bumped up 5 with the same fighters and record cpu ai strikes amount in round 1 and compare

      Then do another test with another set of fighters.

      Thanks alot for doing this....it would really show how the cpu ai reacts to the stamina slider changes


      Sent from my iPhone using Operation Sports

      Comment

      • The_Waterboy92
        Pro
        • Mar 2016
        • 528

        #78
        Re: Fighter AI Realism vs Difficulty

        Originally posted by phillyfan23
        You can test with aggressive fighters and then test with medium fighters just please do it twice: once with default stamina and record the amount of cpu strikes in round 1 and then do one with stamina bumped up 5 with the same fighters and record cpu ai strikes amount in round 1 and compare

        Then do another test with another set of fighters.

        Thanks alot for doing this....it would really show how the cpu ai reacts to the stamina slider changes


        Sent from my iPhone using Operation Sports

        No problem. Two tests, 1 round only, stamina at default and then up 5 clicks. I’ll run a couple tests and get back to you either late tonight or tomorrow morning

        Comment

        • phillyfan23
          MVP
          • Feb 2005
          • 2319

          #79
          Fighter AI Realism vs Difficulty

          Originally posted by The_Waterboy92
          No problem. Two tests, 1 round only, stamina at default and then up 5 clicks. I’ll run a couple tests and get back to you either late tonight or tomorrow morning

          Thanks a lot.....looking forward to your results.




          Sent from my iPhone using Operation Sports

          Comment

          • The_Waterboy92
            Pro
            • Mar 2016
            • 528

            #80
            Re: Fighter AI Realism vs Difficulty

            Originally posted by phillyfan23
            Thanks a lot.....looking forward to your results.




            Sent from my iPhone using Operation Sports


            All right man as promised.. I only did 5 fights so I’d be happy to do more but my fiancé was yelling at me to get to bed lol. All these were done exactly as you requested, one round each, on hard difficulty. I can do them again on pro if you’d like as well.
            McGregor vs Diaz (CPU): 113 strikes on default to 93 with increased stamina cost
            Rodriguez vs Aldo (CPU): 73 strikes on default to 52 with increased stamina cost
            OSP vs Jon Jones (CPU): 42 strikes on default to 45 with increased stamina (he did take me down and clinch more in the first fight which may have altered the output stats)
            Hall vs Belfort (CPU): 65 strikes on default to 65 with increased stamina (he rocked me two times in the second fight and each time tried teeing off on me which was about 6-9 punches each time which made it higher)
            Cerrone vs Masvidal (CPU): 93 strikes on default to 69 with increased stamina

            Comment

            • gbmbjj
              Rookie
              • Apr 2016
              • 400

              #81
              Re: Fighter AI Realism vs Difficulty

              In a related story....

              For what it's worth, playing on Hard last night for the first time, rather than Normal, brings out an entirely new level of AI behavior. (in a good way)

              As Skynet eluded to, it really brings out their individual fighter behavior; albeit, it's very challenging.

              But with the recent discovery of holding block in grapple situations to bring up the AI's movement arrow, (I posted in another thread about this last night) it's made the Hard experience sooooooo much more tolerable, and even competitive.

              Good job with the AI Skynet.

              Comment

              • phillyfan23
                MVP
                • Feb 2005
                • 2319

                #82
                Re: Fighter AI Realism vs Difficulty

                Originally posted by The_Waterboy92
                All right man as promised.. I only did 5 fights so I’d be happy to do more but my fiancé was yelling at me to get to bed lol. All these were done exactly as you requested, one round each, on hard difficulty. I can do them again on pro if you’d like as well.

                McGregor vs Diaz (CPU): 113 strikes on default to 93 with increased stamina cost

                Rodriguez vs Aldo (CPU): 73 strikes on default to 52 with increased stamina cost

                OSP vs Jon Jones (CPU): 42 strikes on default to 45 with increased stamina (he did take me down and clinch more in the first fight which may have altered the output stats)

                Hall vs Belfort (CPU): 65 strikes on default to 65 with increased stamina (he rocked me two times in the second fight and each time tried teeing off on me which was about 6-9 punches each time which made it higher)

                Cerrone vs Masvidal (CPU): 93 strikes on default to 69 with increased stamina


                Thanks for the test....for the most part it does show a decreased ai output from round 1 which is good news. Ya if u wanna do it on pro that would be great as well. Take care


                Sent from my iPhone using Operation Sports

                Comment

                • Skynet
                  EA Sports UFC Developer
                  • Mar 2015
                  • 703

                  #83
                  Re: Fighter AI Realism vs Difficulty

                  Again just to clear things up, editing the stamina cost will indeed effect how much the AI can throw before it needs to recover. So this will indirectly make them throw less and recover more.

                  That being said, I'm also addressing a few of these concerns, so hopefully changes will get into the next patch (never guaranteed).

                  Comment

                  • The_Waterboy92
                    Pro
                    • Mar 2016
                    • 528

                    #84
                    Re: Fighter AI Realism vs Difficulty

                    Originally posted by Skynet
                    Again just to clear things up, editing the stamina cost will indeed effect how much the AI can throw before it needs to recover. So this will indirectly make them throw less and recover more.

                    That being said, I'm also addressing a few of these concerns, so hopefully changes will get into the next patch (never guaranteed).
                    I think I speak for most of us when I say thank you skynet. We appreciate all the work you’ve put into sliders and the AI in general to maximize the offline experience

                    Comment

                    • lopan
                      Rookie
                      • Nov 2017
                      • 14

                      #85
                      Re: Fighter AI Realism vs Difficulty

                      Still think Normal difficulty needs a look at. I've been playing Hard for the realistic experience (and using the sliders), but I feel like I want a little less difficult A.I. with the same style tendencies. It feels a bit strange that you are forced to move to Hard, or Pro modes just to get the AI to fight anything like their real-life counterparts.

                      Taking the stylistic tendencies framework from Hard, and toning down the A.I's defense/countering ability a bit would be ideal for 'Normal' in my opinion.

                      Comment

                      • phillyfan23
                        MVP
                        • Feb 2005
                        • 2319

                        #86
                        Fighter AI Realism vs Difficulty

                        Originally posted by Skynet
                        Again just to clear things up, editing the stamina cost will indeed effect how much the AI can throw before it needs to recover. So this will indirectly make them throw less and recover more.

                        That being said, I'm also addressing a few of these concerns, so hopefully changes will get into the next patch (never guaranteed).
                        please consider adding an AI strike/takedown output slider. This is really needed for this game's offline gameplay to take off to another level. I've been messing with the game all day, and first thing I did was increase stamina cost slider from 10/20 to 15/20 and just analyze my offline fights.

                        yes, the cpu will throw less on this stamina setting, but it's a reactive event, where they will only move back and reset, when their short term stamina is getting low. Instead, we need the cpu to realize this setting will deplete their stamina from the onset of the fight and strategize accordingly, without being reactive but actually proactive. How do we do that? add an ai output slider.

                        I play on acc clock, 15/20 stamina slider and fighters like connor mcgregor throw 90 strikes a round.by the 3rd round, when his long term stamina decreases to a certain level, he will strike less, but by this point he's not reducing his output due to strategy, buy because he's gassing out which I suspected would make the game artificially easier which turned out to be the case. But even gassing he still throws 70-75 a round. Maybe it's due to his ai, as some fighters are less aggressive.....but this all could be solved by one slider.Mcgregor is one of the most cerebral fighters in the UFC, if not the most....this should not be happening.

                        I want to increase the damage slider, so that a 40 punch round which occurs frequently in MMA can happen in this game and will feel tense and similar to the real thing. As it stands right now, it still feels way too gamey.

                        I can raise the damage slider to say 13/20, but because the CPU throws too many strikes, the games will end up in KO 95 times out of 100 either they connect on their strikes or get countered or vice versa. With AI output slider, we can control so that the cpu throws less strikes, defends more, but when they DO connect with a strike, it can be damaging like it is in real life. But because they throw a lot less and connect less, alot of matches will still go the distance. You get accurate stats, KO frequencies, and similar fight feel to the real thing.

                        This game's striking wise is close...ai wise is also close...just needs this last missing piece to make offline matches even better.

                        Damage
                        stamina
                        ai attack output

                        All these 3 sliders work hand in hand...if any one is missing, combat games like this can not be complete for the offline gamers. Just my opinion....so hopefully, you can add this slider via patch.
                        Last edited by phillyfan23; 02-03-2018, 03:20 AM.

                        Comment

                        • Falseperception
                          Rookie
                          • Jan 2018
                          • 236

                          #87
                          Re: Fighter AI Realism vs Difficulty

                          I really wish ai agreesion was turned down on most of the fighters - really my biggest gripe so far with the ai . Along with how often the ai seems to go into north sound position - it’s just not realistic for most fighters to trasitiob to north south in ufc rules unless they are a really high level bjj guy with north south subs? My main concern is the ai aggression though. The constant right in your face with seemingly no strategy bad to be tuned down - if there was anyway we could get an output slider for strikes i think that would be the best solution - and would help make each fighter more realistic via using that slider to our choosing

                          Comment

                          • WatchMeDrive
                            Rookie
                            • Dec 2017
                            • 101

                            #88
                            Re: Fighter AI Realism vs Difficulty

                            Yeah, some of these AIs are ridiculous. They will run you into the pocket for 3 straight rounds and it just gets annoying. The constant pressure on some of the AIs isn't realistic. They try to be in your face 24/7 with no breaks. There are very few fighters who actually do this in real life, yet I feel as if more than a quarter of the roster of AIs in the game are coded to behave this way. It's a very jarring experience to be constantly fighting AI opponents that will relentlessly pressure you from the get go with almost perfect defense - particularly with body shots and checked kicks. It's pretty much drawing me away from the offline experience at this point. I would rather not play the game at all than to deal with these 100% pressure fighters. John Lineker and RDA are 2 fighters I think of off the top of my head that should behave like this, but not a majority of the roster.

                            Apart from the pressure fighting AIs, I really love the rangy counter style of AI that Rockhold, U. Hall, and Angela Hill have. I also love Romero's AI; he's the most true to life AI I've fought so far in the game. Great work on most of the AIs but the pressure fighting and the perfect defense should be toned down a bit. Woodley's AI is pretty decent as well. He kept catching me off guard with his short blitzes and is fairly content to be backed up.

                            Comment

                            • Falseperception
                              Rookie
                              • Jan 2018
                              • 236

                              #89
                              Re: Fighter AI Realism vs Difficulty

                              I also am Noticing once again when guys have you in crucifix position they transition to north south instead of utilizing the dominate position they just worked hard to get 2 .. Dodson had weird ai the two times i fought him both fights throwing at least 5 Jumping roundhouse kicks.. one or two would be cool but 5 + each fight is not , and it doesn’t seem to drain much of his stamina - Edgar had awesome ai. Also I’m not sure if it’s possible but if I’m playing with someone like Rhonda vs Pena , i know penas ai is set to shoot take downs , but against someone like Rhonda that isn’t a good strategy. Any way this could be changed in future titles . Where the ai isn’t playing into your strengths in some situations?

                              Comment

                              • Falseperception
                                Rookie
                                • Jan 2018
                                • 236

                                #90
                                Re: Fighter AI Realism vs Difficulty

                                Also just played against machida and holy cow he needs a change more than anyone I’ve played so far - maybe just give him wonderboys template

                                Comment

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