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  • iceberg3445
    Rookie
    • Dec 2017
    • 431

    #121
    Re: AI Logic

    Not sure if there is a dedicated forum for this, but will leave here for now. Just finished watching a couple pro AI v AI matches, Khabib v. Ferguson. Some notes below.

    -Khabib often transitions from side saddle to north south, then back to side control. Also transitioned to north south from crucifix. Not an intelligent move considering the position and stamina loss. Have seen other grappler AIs make this transition to north south as well. North south really only makes sense from side control if you’re going for chokes. Doesn’t make sense to go there from side saddle or (especially) crucifix.

    -Khabib’s AI seems to prefer side control over postured up half-guard/full guard/top mount. This isn’t true to how Khabib grapples IRL considering most of his dominance comes from control and postured-up ground and pound in the guard/mount (Daghastani handcuff position).

    -would like to see SUB AI opponents do a better job of avoiding crucifix. Ferguson often would give up the position and lose the fight from there (unless Khabib decided to move to North/south for no good reason). Crucifix should be difficult to escape, however, AI should also be more effective at defending against it. Especially Ferguson.

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    • Therebelyell626
      MVP
      • Mar 2018
      • 2892

      #122
      Re: AI Logic

      Originally posted by HereticGabriel
      The clinch change I was aware of, think I heard Martial mention it in his career play through..

      Is there anything that can be done to make th AI more responsive when it comes to defending strikes on the ground? Particularly in side control and backside, or tune the difficulty of the joint subs?

      In regards to the AI adapting, I’m on Legendary as stated, playing a base wrestler with lvl 4-5 takedowns/takedown defense and same for sub offence/defense, and Anthony Pettis style/game plan whichever it’s called when viewing tapes was labeled as a wrestler if it helps any.
      Yeah AI has some real issues with both side (sub) control. If the AI starts spamming punches it’s way easy to get GA and transition to half guard. The AI will take like 6 elbows before it decides it’s a good time to transition

      Comment

      • TheRizzzle
        MVP
        • Apr 2016
        • 1443

        #123
        Re: AI Logic

        Question about faking out the AI. Can you replicate what Luke Thomas talks about in this video?

        In the game it would be a feint, followed by a lean into an uppercut (more or less). Do they react to the lean in a similar fashion to how Stipe was setting up his shots here?

        So instead of having to actually fake to the body, you could essentially set the trap by leaning into body shots and then eventually leaning into an uppercut instead.

        I dont know if the game does this but being able to queue up feints into combos would be nice.



        Sent from my SM-N975U using Tapatalk
        Last edited by TheRizzzle; 08-19-2020, 10:16 PM.

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        • CamelN36
          Rookie
          • Jul 2018
          • 67

          #124
          Re: AI Logic

          The difference in AI difficulty in regard to striking is blowing my mind. I feel like a difficult between normal and hard should exist lol. I can’t lose on normal/cant win on hard.


          Submissions are entirely too easy though, on both difficulties.

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          • WarMMA
            MVP
            • Apr 2016
            • 4612

            #125
            Re: AI Logic

            Originally posted by CamelN36
            The difference in AI difficulty in regard to striking is blowing my mind. I feel like a difficult between normal and hard should exist lol. I can’t lose on normal/cant win on hard.


            Submissions are entirely too easy though, on both difficulties.
            They just need to make Hard more of a realistic difficulty, where fighters strike more like themselves irl. Normal could be just a tad below Hard. But leave the psychic counter fighter stuff for Pro and Legendary, for those that want extra challenge. On Hard, the AI should be striking more like their real life counterparts. Hard should be more true to the fighters...shouldnt have guys like Wanderlei channelling his inner Anderson Silva, doing all this matrix dodging and side step spamming on Hard. On Hard he should be fighting like he did irl, brawling and flailing hooks and he shouldnt be great at countering. The AI's bump in difficulties is fine, but its really just the countering where they over did it.

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            • WarMMA
              MVP
              • Apr 2016
              • 4612

              #126
              Re: AI Logic

              Btw on a side note, until or if they dont edit these things with the AI in the future, you can just use custom fight to your advantage and edit the AI's sliders. For example when im fighting Wanderlei AI, I put him on Brawler 2 style and put clinch frequency down 1 notch, just so he doesnt spam it too much. With those settings, he fights much closer to Wand irl. He stays standing and brawls and still goes for td's, but rarely. His td attempts will surprise and even catch you off guard at times. Overall, these settings feel much more true to Wand irl. The extra sliders are a god send.
              Last edited by WarMMA; 08-20-2020, 12:31 PM.

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              • aibaL
                Rookie
                • Jul 2016
                • 22

                #127
                Re: AI Logic

                Anthony Smith on pro is insane. I haven't been able to get out of the first round, let alone rock him. Psychic Goat lol

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                • WarMMA
                  MVP
                  • Apr 2016
                  • 4612

                  #128
                  Re: AI Logic

                  Originally posted by aibaL
                  Anthony Smith on pro is insane. I haven't been able to get out of the first round, let alone rock him. Psychic Goat lol
                  They all are psychic. Even the guys that aren't supose to be good strikers will tool you. But Pro and legendary I can understand. Normal and Hard though should be more realistic. These AI's are still reacting like prime Anderson, doing the right move for every situation. You shoot a td, they uppercut. You load up a kick, they dash in with some quick strike before you can get it off lol. The biggest issue with the AI is its countering and its killing immersion against certain fighters.

                  Comment

                  • Blackman316
                    Pro
                    • Jan 2018
                    • 822

                    #129
                    Re: AI Logic

                    Been playing career on legendary and there's a couple of things that were bothering me a bit, to say it lightly. I know you can't see your stamina, so I don't know exactly how much of that plays into these situations of loss, but as a veteran of the series, I have a pretty good idea about stamina cost (even though playing with stamina sliders has dulled that knowledge quite a bit).


                    The joint submission game is almost impossible to win, especially when defending. The AI's block seems like it's a homing device. I haven't mastered this pressure game though I feel I'm doing quite well, but the AI just instantly responds to my direction switches that if this was a human playing, I would've tagged him for cheating. No matter how you differentiate your timing, it doesn't seem to matter. I fought a 2.5* kickboxer who subbed me in mere minutes from the bottom, even though I have the perk that improved subdef on top, and actually have 5* subdef. What? The fighter didn't have a gameplan that autowins with a specific sub, it was just bad skills that somehow won. So on legendary, I guess you're just supposed to deny all sub attempts in order to win. This is a... bit ridiculous and unrealistic.


                    Almost ANY takedown I do on legendary prompts an instant uppercut from AI, like it's scripted in.

                    AI on the ground is also puzzling me. On legendary, it's almost impossible to transition from a bottom position unless you deny them first. The 'problem' is that training AI will just endlessly pummel you when on top, barely costing them stamina, resulting in you just having to 'take it', as the grappling advantage just piles up in their favor. And I'm 5* on bottom. It's also seemingly impossible to fake transitions as they instantly deny everything, which should only happen with predenials. But they are NOT predenying or I would actually auto-succeed in half my transition attempts as they would miss their window. But they always deny so that can't be right. Eventually you learn that a number of positions are impossible to do against mediocre fighters. You'll just have to make sure they don't take you down. But restricting the game's scope isn't the best way to increase difficulty imo, though I guess other games have done it. It mainly just results in me completely restricting gameplay to the positions I win against AI, so joke's on them. In UFC3 it was side control, here it's crucifix, which often seems just way too easy to get.



                    The AI during boxing training is just mental and shouldn't be in any gym to start with. The fact that you see the actual fight as a breather makes career mode a bit backwards. It DOES make the training goals challenging but possible, and I guess it's all about gameplay. But seriously: nobody trains like that. Headhunter is the appropriate term here. This dude/gal just legit scares me. I wondered during career why these training partners aren't actually in the UFC. I'm sure they'd beat most of the scrubs I faced as they kick my butt often enough.
                    Last edited by Blackman316; 08-25-2020, 02:21 PM.

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                    • LeonVegaSuarez
                      Rookie
                      • Apr 2016
                      • 431

                      #130
                      Re: AI Logic

                      Legendary isn't realistic. It's like an artificial challenge. Pro is where it's at, altho the AI still counters too much.

                      Comment

                      • sdpdude9
                        Rookie
                        • Sep 2017
                        • 448

                        #131
                        Re: AI Logic

                        The AI’s defensive abilities are often just too good. They have some serious mind reading abilities. Try to throw a combination, perfect blocks then perfect counter. They whiff on strikes, but they’re able to get blocks up and get just out of range a little too perfectly. It’s really difficult to get any offense going because they’ll counter you perfectly almost every time. It’s very pronounced if you’re at a reach disadvantage, very hard to get in to do anything because they can stay just out of reach and hit perfect counters if you do manage to get in. I see I’m not the only one seeing this issue.
                        Last edited by sdpdude9; 08-30-2020, 01:38 PM.

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                        • NEWSS
                          Rookie
                          • Aug 2018
                          • 291

                          #132
                          Re: AI Logic

                          AI (on pro) seems a bit too easy to get taken down, even with naked takedowns without setting them up.
                          This is me testing Aldo TDD on pro: https://youtu.be/tbyILas3sbE

                          Sent from my SM-A505FN using Operation Sports mobile app
                          Last edited by NEWSS; 09-14-2020, 02:28 PM.

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                          • NEWSS
                            Rookie
                            • Aug 2018
                            • 291

                            #133
                            Re: AI Logic

                            One more: Robbie Lawler AI (pro) was not able to defend the transition from side control to crucifix one single time.
                            I also tried against Maia and he defended it better, but I still felt to point it out as it's a way to exploit AI. Check the video (p.s. good job fixing the AI punching with the hand holding the head from the bottom). https://youtu.be/8vNNp6gDWl0

                            Sent from my SM-A505FN using Operation Sports mobile app

                            Comment

                            • lbnt149
                              Rookie
                              • Apr 2016
                              • 353

                              #134
                              Re: AI Logic

                              After spending a bit more time playing vs cpu, I think it's in a pretty good place. I'm not great at the game so only play on hard, but even then there is enough differentiation between the fighters to keep it enjoyable.

                              Pro was just too hard for me, it was like they predict everything and impossible to land anything.

                              Are the custom AIs still used on Hard? I've seen the GCs say that Pro is what the game is meant to be played on, but I just cannot get a win at that level

                              Comment

                              • Skynet
                                EA Sports UFC Developer
                                • Mar 2015
                                • 703

                                #135
                                Re: AI Logic

                                Originally posted by lbnt149
                                After spending a bit more time playing vs cpu, I think it's in a pretty good place. I'm not great at the game so only play on hard, but even then there is enough differentiation between the fighters to keep it enjoyable.

                                Pro was just too hard for me, it was like they predict everything and impossible to land anything.

                                Are the custom AIs still used on Hard? I've seen the GCs say that Pro is what the game is meant to be played on, but I just cannot get a win at that level
                                Yes, the customizations are used on all difficulties. Lower difficulties eventually start hamstringing the AI in some ways, but still within their style. Pro is the difficulty that has the most individuality while still keeping the most authenticity and realism. Legendary starts to become more challenging as a gaming experience, that can be slightly above the realistic experience of the fighter, but still very heavily biased to their style.

                                Largely, Legendary makes their defense better in the different areas, and their ability to use effective strike opportunities. Punishing mistakes, etc.
                                Last edited by Skynet; 09-15-2020, 12:06 PM.

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