Fighter AI Realism vs Difficulty

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  • AeroZeppelin27
    MVP
    • Nov 2017
    • 2287

    #901
    Re: Fighter AI Realism vs Difficulty

    Originally posted by AydinDubstep
    ^^ a thai clinch heavy AI. So their aim is mostly to get the fight into a clinch to lands knees and elbows.

    Unless there is one already?

    I'd actually like to see the AI in general clinch more, and strikes to be caught into a clinch like in THQ.

    The fight really only goes to the clinch if I want it to. And then the AI is pretty dopey unfortunately, or maybe the clinch is just too basic and predictable, but basically it is like Easy mode when in the clinch.

    Perhaps the clinch itself needs more depth. Not in terms of denial directions vs reflexes but I mean push / pull, head manipulation, more strikes, more ways in and out of the clinch.

    Running a muay thai league but unfortunately no one really clinches much or initiates.
    Overeems original AI was a MT clinch spammer almost haha, always looking for those knees but he doesn't use it as much since he got the Econoreem AI (aka the counter striker AI)

    A few other fighters whose names sadly elude me do still have Overeems original AI and they often go for a Thai plum. Possibly Almeida and GDR from memory.

    Overall though I agree the AI isn't good from the clinch and that the clinch REALLY needs more depth, strike catches would be fun.

    The AI also doesn't fake transitions all in the clinch as far as I can tell. That might be a good addition. It's WAY to easy to work its pattern currently.

    Comment

    • AeroZeppelin27
      MVP
      • Nov 2017
      • 2287

      #902
      Re: Fighter AI Realism vs Difficulty

      Originally posted by AydinDubstep
      Nor do they throw much knees or pitter patter shots in over under. Nor trips. Most seem to go from over under to double under to back clinch or thai. Never feel threatened in over under!
      Yeah I completely agree!

      This ties in a little with one of my major complaints since launch, the AIs patterns and how often it repeats them win or lose.

      Sticking with the clinch, the AI basically boils down to 2 major patterns when in open clinch (not on the cage)

      Grapple friendly AI: get single collar or over/under, pause, go for double under, immediately go for a body lock if wrestler, go for the back if grappler.

      Striker AI: Look to break or Thai plum.

      That's it. That's 95% of clinching with the AI. So once you've recognized these patterns it becomes obscenely easy to stop them or capitalise on them.

      Which in turn harkens back to my argument for adaptive AI, or at the very least, an AI that abandons tactics that aren't working for atleast the rest of the round.

      If that doesn't happen I would like to see the AIs open clinch expanded like its cage clinch game was. The AI doesn't suck on the cage, it's not great, but it doesn't suck. It mixes it up and strikes WAY more than open clinch.

      Another thing I'd love to see is the AI dynamically choosing clinch take-downs, I can't tell you how many times Frankie Edgar or someone similar has gone for a body lock on me when they have a higher level double leg available from the same position.

      I'd also like to see a wall-and-stall AI because I'm a bit of a sadist. Covington already kind of does it when he hits the driving TD to the fence then smothers you, but he also abandons it for random kickboxing that usually gets him merked so... yeah. Hahaha.

      Comment

      • AeroZeppelin27
        MVP
        • Nov 2017
        • 2287

        #903
        Re: Fighter AI Realism vs Difficulty

        Originally posted by AydinDubstep
        I wonder if they added more break methods for the clinch from double under, back clinch and over / under, that would result in strike template clinchers going for those positions..

        Like a thai trip of sorts from double under into a low flying knee or something else devastating. Back clinch push to head kick as the guy spins around. Or back clinch to posture break to knees to the ribs from behind, or to the thighs.

        Like a way to chain those positions into striking.

        Then for grapplers, give them more ways to get the fight to the ground from over under, thai plum etc. so if the ai fails to transition they could try takedowns instead.

        It would add variety for sure.
        I like that, more variety is always good and more options for the AI hopefully means less repetitive grappling choices.

        I'd love to see clinch breaks and positions. open up windows for strikes, DC with that uppercut, Mike Perry or Leon Edwards with them elbows, Groovy Lando kicking head off leg catches.

        It could work in a few ways I think.
        The best way, IMO, would be like kick catches, they'd be very similar in that there's the main input (the clinch break) which opens up a window to enter a multitude of options for both fighters.

        You could have strikes that are contextual to the fighter and position, the defensive fighter can also block and retreat or shoot a TD.

        Perhaps even let the defensive fighter have striking options from certain breaks like SC.

        Just kinda floating ideas but that's definitely something I'd like to see in some capacity.

        Comment

        • AeroZeppelin27
          MVP
          • Nov 2017
          • 2287

          #904
          Re: Fighter AI Realism vs Difficulty

          In UFC 4 can we get separate sliders for submission offence and defence.

          Currently the slider affects both which means you have to make the AIs attack better to improve its defence, personally I find the AIs submission offence is fine by default but it's defence is pretty lacking so being able to tune these individually would be a huge boon.

          Comment

          • Solid_Altair
            EA Game Changer
            • Apr 2016
            • 2043

            #905
            Re: Fighter AI Realism vs Difficulty

            Originally posted by AydinDubstep
            ^^ a thai clinch heavy AI. So their aim is mostly to get the fight into a clinch to lands knees and elbows.

            Unless there is one already?

            I'd actually like to see the AI in general clinch more, and strikes to be caught into a clinch like in THQ.

            The fight really only goes to the clinch if I want it to. And then the AI is pretty dopey unfortunately, or maybe the clinch is just too basic and predictable, but basically it is like Easy mode when in the clinch.

            Perhaps the clinch itself needs more depth. Not in terms of denial directions vs reflexes but I mean push / pull, head manipulation, more strikes, more ways in and out of the clinch.

            Running a muay thai league but unfortunately no one really clinches much or initiates.
            There is a Muay Thai Template, that is applied to a few roster fighters. I don't think it's super-duper clinch-happy, but might help to get you an experience in that direction. I think Reem is a fine example. I suspect Gus is, too - and I have mixed feelings about it.

            Comment

            • aholbert32
              (aka Alberto)
              • Jul 2002
              • 33106

              #906
              Re: Fighter AI Realism vs Difficulty

              Originally posted by Solid_Altair
              There is a Muay Thai Template, that is applied to a few roster fighters. I don't think it's super-duper clinch-happy, but might help to get you an experience in that direction. I think Reem is a fine example. I suspect Gus is, too - and I have mixed feelings about it.
              Rousey, Pena, Reem, Cyborg, Shogun, Nunes, Anderson Silva and Matt Brown all have high clinch customization. There are more with slightly lower levels than them but those are the ones with the highest.

              Gus doesnt. His AI clinches around the average.

              Comment

              • AeroZeppelin27
                MVP
                • Nov 2017
                • 2287

                #907
                Re: Fighter AI Realism vs Difficulty

                Some other sliders I'd love to see are:

                AI defensive awareness: basically a way to increase or decrease how often and how well the AI blocks independent of difficulty.

                AI offensive awareness: a way to increase or decrease counter frequency independent of difficulty.

                AI grapple output: a way to increase or decrease the frequency of the AI initiating grappling exchanges or shooting take-down. I dependant to difficulty and AI transition speed.

                AI grappling denial frequency: a way to increase or decrease the AIs denial rates independent of difficulty.

                And finally, AI strike output: self explanatory and amazing.

                I feel these sliders would compliment the difficulty levels as opposed to making them redundant, it'd allow you to find a difficulty you like, then tweak it to your own personal idea of perfection.

                Comment

                • Skynet
                  EA Sports UFC Developer
                  • Mar 2015
                  • 703

                  #908
                  Re: Fighter AI Realism vs Difficulty

                  And let's not forget the ever important change to make it red vs blue and not user vs cpu sliders!

                  Comment

                  • Phillyboi207
                    Banned
                    • Apr 2012
                    • 3159

                    #909
                    Re: Fighter AI Realism vs Difficulty

                    Originally posted by Skynet
                    And let's not forget the ever important change to make it red vs blue and not user vs cpu sliders!
                    Yesssssss

                    That would make such a big difference

                    Only other thing I could think of is the ability to save slider sets. This way I wouldnt have to constantly readjust per fight

                    Comment

                    • aholbert32
                      (aka Alberto)
                      • Jul 2002
                      • 33106

                      #910
                      Re: Fighter AI Realism vs Difficulty

                      Originally posted by Phillyboi207
                      Yesssssss

                      That would make such a big difference

                      Only other thing I could think of is the ability to save slider sets. This way I wouldnt have to constantly readjust per fight
                      I would love if we could share them.

                      Comment

                      • Kingslayer04
                        MVP
                        • Dec 2017
                        • 1482

                        #911
                        Re: Fighter AI Realism vs Difficulty

                        Originally posted by Phillyboi207
                        Yesssssss

                        That would make such a big difference

                        Only other thing I could think of is the ability to save slider sets. This way I wouldnt have to constantly readjust per fight
                        What do you mean by "saving slider sets"? Because one thing I think should be done if possible is give us the ability to edit each individual fighter's sliders and save them. That way they will always behave the way you've set them and you won't have to adjust differently before every fight. I don't know if you meant that or something else entirely .
                        Last edited by Kingslayer04; 04-30-2019, 06:18 AM.

                        Comment

                        • Phillyboi207
                          Banned
                          • Apr 2012
                          • 3159

                          #912
                          Re: Fighter AI Realism vs Difficulty

                          Originally posted by Kingslayer04
                          What do you mean by "saving slider sets"? Because one thing I think should be done if possible is give us the ability to edit each individual fighter's sliders and save them. That way they will always behave the way you've set them and you won't have to adjust differently before every fight. I don't know if you meant that or something else entirely .
                          That could be one way. But I dunno if we’ll be allowed to edit fighters.

                          I meant the way 2k/ Madden work

                          You can change sliders and then have the option to save/upload/download them

                          Comment

                          • Kingslayer04
                            MVP
                            • Dec 2017
                            • 1482

                            #913
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by Phillyboi207
                            That could be one way. But I dunno if we’ll be allowed to edit fighters.

                            I meant the way 2k/ Madden work

                            You can change sliders and then have the option to save/upload/download them
                            Isn't that again universal? You download a set and it affects everyone? I mean, you don't want Ngannou and Oleinik to be similar, you don't want to lump fighters together at all actually. Not sure if I get the whole idea actually, maybe you can elaborate? I do think apart from what Skynet should be looking at with the sliders, it would be invaluable to be able to edit fighters, hopefully the UFC doesn't get in the way of that.

                            Comment

                            • HereticFighter
                              Rookie
                              • May 2018
                              • 421

                              #914
                              Re: Fighter AI Realism vs Difficulty

                              Originally posted by Kingslayer04
                              Isn't that again universal? You download a set and it affects everyone? I mean, you don't want Ngannou and Oleinik to be similar, you don't want to lump fighters together at all actually. Not sure if I get the whole idea actually, maybe you can elaborate? I do think apart from what Skynet should be looking at with the sliders, it would be invaluable to be able to edit fighters, hopefully the UFC doesn't get in the way of that.
                              Its more for playing online with agreed rulesets basically. Crank up damage and reduce stamina at heavyweight for example would probably be a good universal change for friends who agree to more realistic settings.

                              Comment

                              • Kingslayer04
                                MVP
                                • Dec 2017
                                • 1482

                                #915
                                Re: Fighter AI Realism vs Difficulty

                                Originally posted by HereticFighter
                                Its more for playing online with agreed rulesets basically. Crank up damage and reduce stamina at heavyweight for example would probably be a good universal change for friends who agree to more realistic settings.
                                How do you determine which slider set would be used? Would there be a list of some kind that both players choose from? I don't know, sounds weird to me.

                                Comment

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