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  • aholbert32
    (aka Alberto)
    • Jul 2002
    • 33106

    #91
    Re: AI Logic

    Originally posted by Therebelyell626
    I personally won’t use this feature. But it sounds like skynet and some of the GCer’s have tried to add a lot to the AI presets this year. I am actually excited to see these in play during the EA access trial. I quit on this game fairly shortly after release because I couldn’t stand matt hughes constantly throwing head kicks and trying to stand and bang every fight. I am looking forward to seeing guys actually try and wrestle and grind for wins.
    You quit the game because one of 200 plus AIs was throwing too many head kicks?

    ****, if anything this feature is perfect for you. If the dev team screwed up and gave someone the wrong AI or if the settings arent right....you can switch out a fighter's AI.

    Your Hughes problem is fixed even if the devs didnt switch his AI. You switch his AI to someone like Khabib and your issue is fixed.

    Comment

    • Therebelyell626
      MVP
      • Mar 2018
      • 2892

      #92
      Re: AI Logic

      Originally posted by aholbert32
      You quit the game because one of 200 plus AIs was throwing too many head kicks?

      ****, if anything this feature is perfect for you. If the dev team screwed up and gave someone the wrong AI or if the settings arent right....you can switch out a fighter's AI.

      Your Hughes problem is fixed even if the devs didnt switch his AI. You switch his AI to someone like Khabib and your issue is fixed.
      Lol I am just using one example. There were a lot of examples of fighters not fighting like there real life counter parts. I only play against the AI and run a lot of Cpu vs Cpu for my universe. Don’t get me wrong I am going to try the custom fight now AI, but I mostly do event mode. But considering I am only doing EA access this time around and not buying UFC 4, I will probably do more custom fight now to get the most out of my 10 hours. We really should start a custom Fight now AI feedback thread when access finally drops, so you guys and skynet know how it’s working out

      Comment

      • The_Waterboy92
        Pro
        • Mar 2016
        • 528

        #93
        Re: AI Logic

        I understand there are new sliders. Can anyone explain what the new additions are? And if anyone has a solid set they find provides the most realistic experience can you post them?

        Also do sliders work for career or event mode? Sorry if that’s been answered but that is one of my biggest desires for the game

        Comment

        • Reinfarcements
          Pro
          • Nov 2017
          • 633

          #94
          Re: AI Logic

          So I had a conversation with Skynet a while ago about AI blocking tendencies and he mention that the AI adapts to where you are throwing strikes. For instance if you are head hunting, the AI will be much more likely to block their head than their body. If you are going to the body a lot they will start blocking their body more, ect.

          My question to anyone who may know is, do feints affect this as well? So if I am throwing a lot of feints to the head will the AI's tendency to block the head go up? If not, I am curious as to how the AI reacts to feints under the hood so I know how best to use them. Thanks.

          Comment

          • aholbert32
            (aka Alberto)
            • Jul 2002
            • 33106

            #95
            Re: AI Logic

            Originally posted by The_Waterboy92
            I understand there are new sliders. Can anyone explain what the new additions are? And if anyone has a solid set they find provides the most realistic experience can you post them?

            Also do sliders work for career or event mode? Sorry if that’s been answered but that is one of my biggest desires for the game
            Sliders work in both modes.

            Comment

            • NEWSS
              Rookie
              • Aug 2018
              • 291

              #96
              Re: AI Logic

              Originally posted by UFCBlackbelt
              This should be tied to bottom game rating. Guys with a higher bottom game should never do this while guys with a lower bottom game might do it once in a while.
              If that is the case it's ok. I'm watching Martial videos, he's playing on legendary and so far all AIs have this tendency. We'll see when he faces better grapplers

              Sent from my SM-A505FN using Operation Sports mobile app

              Comment

              • lbnt149
                Rookie
                • Apr 2016
                • 353

                #97
                Re: AI Logic

                Originally posted by Reinfarcements
                So I had a conversation with Skynet a while ago about AI blocking tendencies and he mention that the AI adapts to where you are throwing strikes. For instance if you are head hunting, the AI will be much more likely to block their head than their body. If you are going to the body a lot they will start blocking their body more, ect.

                My question to anyone who may know is, do feints affect this as well? So if I am throwing a lot of feints to the head will the AI's tendency to block the head go up? If not, I am curious as to how the AI reacts to feints under the hood so I know how best to use them. Thanks.
                Great question

                Hopefully it does work as without that what is the point besides looking cool

                For the change of ai, does it change their stats and movesets?

                For instance if I put khabib as Connors ai wil be have spinning kicks etc, or same movset but with more of a kickboxing mentality feel?

                Comment

                • NEWSS
                  Rookie
                  • Aug 2018
                  • 291

                  #98
                  Re: AI Logic

                  I'm watching Martial's career mode videos, it looks like legendary AI is unable to defend any of his double legs takedowns, the ones that go into side control or half guard.
                  Just a heads up

                  Sent from my SM-A505FN using Operation Sports mobile app

                  Comment

                  • AeroZeppelin27
                    MVP
                    • Nov 2017
                    • 2287

                    #99
                    Re: AI Logic

                    Originally posted by Reinfarcements
                    So I had a conversation with Skynet a while ago about AI blocking tendencies and he mention that the AI adapts to where you are throwing strikes. For instance if you are head hunting, the AI will be much more likely to block their head than their body. If you are going to the body a lot they will start blocking their body more, ect.

                    My question to anyone who may know is, do feints affect this as well? So if I am throwing a lot of feints to the head will the AI's tendency to block the head go up? If not, I am curious as to how the AI reacts to feints under the hood so I know how best to use them. Thanks.
                    Yes. Feints count towards this.
                    So you can fake low kicks to set up a high kick for example, it's not a consistent abuseable thing but it does occur.

                    Comment

                    • AeroZeppelin27
                      MVP
                      • Nov 2017
                      • 2287

                      #100
                      Re: AI Logic

                      So to answer a few questions that have popped up:

                      Q:
                      Does changing an AI change movesets or stats?
                      A:
                      No. It just makes the fighter use the AI settings of whoever you selected, nothing else.

                      So you can give Masvidal a more boxing orientated AI for one fight and a kickboxer AI for another to make it feel like a fighter adjusting a gameplan, for example.

                      Q:
                      The AI releasing the head from submissive.
                      A:
                      A known issue. Optimally this will be less likely to happen on higher difficulties if it can be fixed.

                      Q:
                      The AI intercept counters strikes too much.
                      A:
                      A known issue.

                      Q:
                      Certain fighters throwing head kicks that shouldn't.
                      A:
                      Sadly the AI, even if programmed to not look for opportunities to throw headkicks, may still occasionally throw a high kick if they have one in their moveset and it's the best strike for the situation.

                      Same applies to body and low kicks, if your hanging out on the edge of your striking range as Thug Rose against Andrade, then body and low kicks are going to be the most likely strike for the AI to throw and in this situation the advancing kicks are the only thing that will cover the required distance.

                      It's something Aydin and I have discussed a lot and would love to change if possible, but don't get your hopes up here's, it's just part of how the AI works I'm afraid.

                      If the AI is eventually programmed to use lunging strikes this becomes less an issue.


                      Q:
                      x's AI did y, it shouldn't have.
                      A:
                      Please test atleast more than once if you can. Even the best AIs occasionally do some whacky stuff as a one off and it may not always be indicative of an issue, if it happens repeatedly then we'd love your feedback.

                      Exceptions are AIs shooting takedowns that shouldn't, that usually won't happen unless they've been given the wrong number somewhere.

                      Hope some of this helps, I'll pop in periodically to answer some questions alongside the other guys, if anyone finds any major issues with known unique AIs (their name will be in the in game custom AI list if they have one) then don't hesitate to DM feedback.

                      Comment

                      • Reinfarcements
                        Pro
                        • Nov 2017
                        • 633

                        #101
                        Re: AI Logic

                        Originally posted by AeroZeppelin27
                        Yes. Feints count towards this.
                        So you can fake low kicks to set up a high kick for example, it's not a consistent abuseable thing but it does occur.
                        Thanks for answer. I'm assuming a feint to the head has less "weight" than a landed strike to the head? Or do the feints just sometimes affect the AI block tendency and other times they don't?

                        Comment

                        • Stealthhh
                          Pro
                          • Nov 2017
                          • 516

                          #102
                          Re: AI Logic

                          Originally posted by AeroZeppelin27
                          So to answer a few questions that have popped up:

                          Q:
                          Does changing an AI change movesets or stats?
                          A:
                          No. It just makes the fighter use the AI settings of whoever you selected, nothing else.

                          So you can give Masvidal a more boxing orientated AI for one fight and a kickboxer AI for another to make it feel like a fighter adjusting a gameplan, for example.

                          Q:
                          The AI releasing the head from submissive.
                          A:
                          A known issue. Optimally this will be less likely to happen on higher difficulties if it can be fixed.

                          Q:
                          The AI intercept counters strikes too much.
                          A:
                          A known issue.

                          Q:
                          Certain fighters throwing head kicks that shouldn't.
                          A:
                          Sadly the AI, even if programmed to not look for opportunities to throw headkicks, may still occasionally throw a high kick if they have one in their moveset and it's the best strike for the situation.

                          Same applies to body and low kicks, if your hanging out on the edge of your striking range as Thug Rose against Andrade, then body and low kicks are going to be the most likely strike for the AI to throw and in this situation the advancing kicks are the only thing that will cover the required distance.

                          It's something Aydin and I have discussed a lot and would love to change if possible, but don't get your hopes up here's, it's just part of how the AI works I'm afraid.

                          If the AI is eventually programmed to use lunging strikes this becomes less an issue.


                          Q:
                          x's AI did y, it shouldn't have.
                          A:
                          Please test atleast more than once if you can. Even the best AIs occasionally do some whacky stuff as a one off and it may not always be indicative of an issue, if it happens repeatedly then we'd love your feedback.

                          Exceptions are AIs shooting takedowns that shouldn't, that usually won't happen unless they've been given the wrong number somewhere.

                          Hope some of this helps, I'll pop in periodically to answer some questions alongside the other guys, if anyone finds any major issues with known unique AIs (their name will be in the in game custom AI list if they have one) then don't hesitate to DM feedback.
                          Is there a possibility that pawing animations could get added for aesthetics? To bring more realism when fighting the AI? Would be nice to have as a mechanic or feature, but whichever is possible would be awesome to have.

                          Comment

                          • NEWSS
                            Rookie
                            • Aug 2018
                            • 291

                            #103
                            Re: AI Logic

                            In this fight (from 18.37) you can see the AI Tony Ferguson lift the opponent up 3 times for a power takedown but then not slamming him and just standing still.



                            Sent from my SM-A505FN using Operation Sports mobile app

                            Comment

                            • Drop_ya_mitts
                              Rookie
                              • Nov 2019
                              • 104

                              #104
                              Re: AI Logic

                              Originally posted by NEWSS
                              In this fight (from 18.37) you can see the AI Tony Ferguson lift the opponent up 3 times for a power takedown but then not slamming him and just standing still.



                              Sent from my SM-A505FN using Operation Sports mobile app
                              Same thing happened to me when I faced him. He picked me up and then did nothing.

                              Comment

                              • NEWSS
                                Rookie
                                • Aug 2018
                                • 291

                                #105
                                Re: AI Logic

                                Originally posted by Drop_ya_mitts
                                Same thing happened to me when I faced him. He picked me up and then did nothing.
                                Hopefully the devs are now aware of the issue

                                Sent from my SM-A505FN using Operation Sports mobile app

                                Comment

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