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Practice mode dummy copying Online player playstyles?

Qwark28

Joker waiting room
Was thinking about this,what if,the AI could learn to play like a friend of yours?For example always doing a follow up after a certain move (EG spear,freeze),studying the players habits,like when to break,what are the conditions that the player would like to Xray,which combos the player is imediately gonna break out of.

adopt a different playstyle to counter yours,for example it can notice that if your friend likes to approach you while dash blocking then so will it,if it'l rush or prefer to trade,WHEN it'l choose to trade and more.


There will be a vault with all the current players last 10 match playstyles,it could help prevent boosting too!
 

BenGmanUk

Get staffed bro
I'd be happy if they just allowed you to record something and play it back as player 2. Example:

I'm having difficulty punishing jump ins with sub zero, so I choose sub zero, 'record' a jump in punch against the CPU and hit save. Then simply become the CPU and try and punish whatever it is you recorded. It would be so useful imo and surely an easy, if slightly rough way of doing things.
 

Dark_Rob

Champion
Was thinking about this,what if,the AI could learn to play like a friend of yours?For example always doing a follow up after a certain move (EG spear,freeze),studying the players habits,like when to break,what are the conditions that the player would like to Xray,which combos the player is imediately gonna break out of.

adopt a different playstyle to counter yours,for example it can notice that if your friend likes to approach you while dash blocking then so will it,if it'l rush or prefer to trade,WHEN it'l choose to trade and more.


There will be a vault with all the current players last 10 match playstyles,it could help prevent boosting too!

The AI cannot do this. The way AI works in fighting games is algorithmic. For everything you do the AI has a limited number of preprogrammed responses, and a limited number of unprovoked responses. Once you know these and how to bait and counter the AI patterns its all over for the AI. It cannot adapt, it cannot learn from its mistakes. The best they can do is program to respond more efficiently, such as the AI script for Rain. Rain will usually punish with a fairly damaging combo. But things like adaptive thinking are way beyond what AI is capable of doing at this point in time.
 

Sasuga

Kombatant
The AI cannot do this. The way AI works in fighting games is algorithmic. For everything you do the AI has a limited number of preprogrammed responses, and a limited number of unprovoked responses. Once you know these and how to bait and counter the AI patterns its all over for the AI. It cannot adapt, it cannot learn from its mistakes. The best they can do is program to respond more efficiently, such as the AI script for Rain. Rain will usually punish with a fairly damaging combo. But things like adaptive thinking are way beyond what AI is capable of doing at this point in time.
Well, that's not entirely true. Nowadays AI is very much capable of learning and adapting. They simply have not implemented this in fighting games yet. This is really a shame. Modern gameconsoles have all the capacity that you would need for these kind of things but developers choose to use this for graphics and other stuff, unfortunately.

And even if AI as such is not possible, there would still be the possibility of gathering data from matches and putting it all in a big database and base fighting algorithms on that. You could keep track of the location on the playingfield, the lifebars, the meterbars and the actions people take under these circumstances and the results of those actions. You would then be able to make a 'perfect' fighter that only does what is optimally safe and punishes everything at maximum. It would play by a very strict pattern but as it is countered, the safeness of actions changes and other options become more viable actions. This continues until there is a certain balance between action-viability where the AI seems too mixup at 'random'. This would be very possible with nowadays' technology.

This will most probably not happen because it will take a lot of fun out of the fightinggames. There would be hard proof for tierlist order and other stuff. I think the FGC would be better of not knowing everything.
 

Protagonist_1

Champion
The AI cannot do this. The way AI works in fighting games is algorithmic. For everything you do the AI has a limited number of preprogrammed responses, and a limited number of unprovoked responses. Once you know these and how to bait and counter the AI patterns its all over for the AI. It cannot adapt, it cannot learn from its mistakes. The best they can do is program to respond more efficiently, such as the AI script for Rain. Rain will usually punish with a fairly damaging combo. But things like adaptive thinking are way beyond what AI is capable of doing at this point in time.
True, but lets be honest. The current AI in MK is notoriously bad. It fails at punishing most of the time, and most of the juggle combos are pretty basic with most of the cast (because of the games early development, can't really blame them for it). I feel the AI could be a lot better, plus tekken 6's ghost system isn't half bad either. It can mimic juggles, player tendencies, even missed juggles if you miss them to much...I just wish it were focused on more...to take fighting games to the next level so to speak. :)