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do you think quest mode's A.I emulates close enough to human play?

Discussion in 'Console' started by BK__, Jun 24, 2003.

  1. BK__

    BK__ Well-Known Member

    as in, do you feel as though you are comming across human inperfection or can you recognize actions which you see only comming from a non CPU opponent?

    as in high level quest mode arcades.

    a couple to pick out is that the oponnent sometimes stands there blocking from high to low occasionally as though it's hezitating like a human, or that TR / QR attack mind games are not impossible as they were in ver.C cpu. i noticed that the opponent can get nervous and sometimes crouch block for a short period, as it's possible to catch the cpu out in low throw yomi ^^

    throwing is more random, although sometimes, you can see it comming in thow counterable situations, but sometimes you eat an attack. movement is improved abit, more CDing, but not too extreme like canceling with G.. catch thows are not so impossible to get out, as the ver.C usually ducks without hezitation, in this one, the cpu actually panics on rare occasions!!

    what are your thoughts? do you think it plays nothing like a human and can't help you in the slightest? or is it pretty damn similar?
     
  2. archangel

    archangel Well-Known Member

    Well i dont really have a answer for u yet but if players in japan low punch like the cpu does then i would say no.
     
  3. EmpNovA

    EmpNovA Well-Known Member

    The AI is the closest thing you can get to playing humans in any (fighting) game for VF4 Evolution.

    I will list some of the flaws that Kumite AI had:

    -No catch throwing it from a nuetral position, it will always duck, unless you catch the opponent while they are performing a striking attack, don't count on the throw to work.

    -The computer also is programmed to duck EVERY SINGLE, one string high level attack, such as single palms, Wolf's b+p etc. Unless they are recovering or performing a stricking attack, they will duck.

    -Perfect throw reverses for any throw that you use past the fourth time on opponents higher than 10th Dan. So if you use Jacky and use d+f+p+g four times, after the fourth they will always reverse it, but if you use d+f,d+f+p+g after that, they will not reverse it, kinda fishy considering that it is the same direction as the other throw.....

    -reverals from NOWHERE, the computer in VF4 ver. C would just cripple me with laughter sometimes. As Akira past 5th Dan, the computer is amazing with reversals. Even the computer with Wolf and Vanessa reverse better than the best arcade players.

    -Akira NEVER MISSING f,f,f+P FCb,f+p after the side swtich catch throw. I mean come on, they land this everytime but can't perform a simple down attack after d+f+p+g.

    -Lau AI always going head first into Lei Fei players who are in the [8]+[P]+[K]+[G] stance, and going into nuetral Jacky and Vanessa players eating the auto parries.

    -The computer ALWAYS freezes against charged moves, always, as Wolf you could get 1000 straight excellent victories with just b,f+p and p+k at full charge.

    -at the beginning of the round most AI's will just stand there and let you take a free hit, 'what a nice gesture.'

    -The AI's TFT combos, let's see, f,f+k+g, and ppb+pk.
    -Akira's single palm follow up would be, the KNEE?

    -There are hundreds of others that needed fixing, most of which Sega did.

    ____________________________________________________________________________________

    Positives of the AI in Evolution:

    -The AI will actually use some of the high damging combos, the flaw is that they always perform they perfectly. They never miss the TFT combo /versus/images/graemlins/tongue.gif, most humans miss it at least once.

    -The computer (at high levels) perform several very advanced techniques. Such as fuzzy guarding, triple throw escapes during evades/recoveries/rising/etc.

    -The computer has also been taught more flow charts, some character have better AI than others though in the flow department. Like the Akira AI is pretty good at imitating aggressive Akira players, but the Lei Fei AI can't do Heruru's dancing for shit.

    -Like you said, mind games are easily possible on the AI now. You will see them turtle (defend alot), crouch alot, and even fuzzy guard and fuzzy crouch.

    -There are many more improvements that I haven't listed, so if anyone wants to post any please do.

    ____________________________________________________________________________________

    Things they still haven't fixed:

    -the AI never knows where it is in the ring. If it is close to the edge of the ring, it will not play any different that if it was in the center.

    -some of the air/knockdown/crumple combos the AI uses, are not the best ones. Such as they didn't have enought time to program some of the combos with modified moves in them to the AI, so you will see them sacrafice damage for easier command input.

    -the AI still has faults in their "reposnse to specific command" type scripts. From what I can tell there is a direct variation type relationship in the AI script. This means that the AI has preprogrammed responses, such as A-D, and there are types of "triggers" to trigger the apporpriate actions from the AI, such as A-C, so there are set ups like.

    AA
    AB
    AC
    AD

    BA
    BB
    BC
    BD

    CA
    CB
    CC
    CD
     
  4. EmpNovA

    EmpNovA Well-Known Member

    From there you have to factor in several other factors such as, how agressive they are (determined in the script by what rank they are), and special circumstances such as if they can reverse/sabaki/etc. the trigger move.

    So then the sricpt has to be programmed like:

    AA(ABCD)X
    AB(ABCD)X
    AC(ABCD)X
    AD(ABCD)X

    BA(ABCD)X
    BB(ABCD)X
    BC(ABCD)X
    BD(ABCD)X

    CA(ABCD)X
    CB(ABCD)X
    CC(ABCD)X
    CD(ABCD)X

    I am sure alot of you have no fucking clue what I am talking about, but the script code for the AI in this game is some of the most complicate I have seen ever in my life, Sega truly did a good job and it needs to be recognized.

    The cool part for the programmers is than not only does the AI have all of these options to deal with during each 1/60th of each second of each match, but it can deal with them at the same speed of the game. So if you input the [P] command, the AI will "know" what to do in a matter of at least 1/60th of a second, that takes some very intelligent programmers indeed.
     
  5. MAXIMUM

    MAXIMUM Well-Known Member

    The AI is much more enjoyable to fight against in Evo. They'll actually hesitate and realistically switch between high block and crouch. For instance, with Aio I've been able to force the AI (sometimes) into a crouch from [P][P][P][2_][K][G], allowing me to follow up with a low throw.

    They also seem to remember a winning move or tactic, meaning that sometime they'll continually pull-off one specific move over and over. I've noticed this allot with low punches and Pai's high kicks.

    There's also a much greater distinction between the various opponents you meet in Quest. These AIs really exhibit markedly different behaviour from one another...which is cool.
     
  6. Pai_Garu

    Pai_Garu Well-Known Member

    I think there are some players who play very similar to the AI opponents. Although sometimes the cpu makes you go /versus/images/graemlins/confused.gif still it's a step in the right direction compared to previous VF offerings.

    /versus/images/graemlins/laugh.gif
     
  7. EmpNovA

    EmpNovA Well-Known Member

    [ QUOTE ]
    Srider said:

    I think there are some players who play very similar to the AI opponents. Although sometimes the cpu makes you go /versus/images/graemlins/confused.gif still it's a step in the right direction compared to previous VF offerings.

    /versus/images/graemlins/laugh.gif

    [/ QUOTE ]

    It is a leap for fighting games everywhere, there is no other game that has AI even close to being as complicated and sophisticated as VF:Evolution.
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I think a lot of people's observations so far have been based off the earlier/easier game centers. The fact that people are describing the the AI just sitting (or standing) there holding guard reminds me of that. Kage doing silly TFT combos as well is also characteristic of the earlier arcades.

    Once you get to the latter arcades, the AI doesn't just sit around and wait for you, it doesn't panic (lol), and it never misses a combo (stance specific too) or guaranteed counter. Just one thing that's disappointing is that the AI doesn't do any wall combos and instead tries to finish the same combo as if you're in the middle of the ring, resulting in the combo stuffing up. Also, it'd be nice if it went for backstaggers if you TR/QR in the wrong situation as well.

    While it's the best VF AI to date IMO, it still plays text book VF against you, and you cannot condition it like you can a human so no mindgames whatsoever. For working on your defensive techniques and guaranteed counters, as well as your combos, the AI is great and these skills do carry over into human competition. But it still falls way short of simulating a real player.
     
  9. EmpNovA

    EmpNovA Well-Known Member

    [ QUOTE ]
    Myke said:

    While it's the best VF AI to date IMO, it still plays text book VF against you, and you cannot condition it like you can a human so no mindgames whatsoever. For working on your defensive techniques and guaranteed counters, as well as your combos, the AI is great and these skills do carry over into human competition. But it still falls way short of simulating a real player.

    [/ QUOTE ]

    One of my programming theories is that, if you want to simulate a "life-like" opponent, you need to show some one the actual AI running under undefined "game conditions," which for VF would be during a Quest Match, and see if the human observer can tell that it is an AI fighting, or if they think it is a human playing.

    This is the way that Epic Games tests out the Unreal Tournament games, when you watch the matches, some times it is very hard to tell the difference between human and AI. But in VF:Evolution, when you watch a man between a human player, and the AI, it is still blatantly obvious who is the human and who is not.

    The goal of Sega with VF's AI was to simulate the Japanese arcade players based off of "collected" (hmmm) data. While this is the closest fighting game AI has been to being human-like, there is still a shitload that Sega needs to do.

    Like I mentioned, the AI performs the same regardless of what its position is in the ring. And is perfect with all combos, it never messes up ever (unless it is against a wall). And thoughg no one has figured it out (shy of a plus 2 million line AI routine script) to get opponents to have 'emotions,' like panicing, getting aggressive, showing off, the AI never changed how it plays, just like a robot......
     
  10. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    empnova said:
    I am sure alot of you have no fucking clue what I am talking about

    [/ QUOTE ]

    A little humility goes a long way...

    [ QUOTE ]
    but the script code for the AI in this game is some of the most complicate I have seen ever in my life, Sega truly did a good job and it needs to be recognized.

    [/ QUOTE ]

    You make it sound as if you have the source code to VF4evo, but you obviously don't, so it comes across a little strange for you judge the code as being the most complicated you've ever seen. You can only speculate on the AI's algorithm based on play, and the results of your speculation, as shown in your post, is nothing but a lookup table. Lookup tables or functions are a very convenient way to implement a fighting game AI.

    All you need do is come up with a response/result for a range of known inputs under different conditions. This one sentence describes what you tried to do with all your A-C triggers and A-D responses but in any case, and not to take credit away from AM2's programming team, this is hardly rocket science -- 'cos everyone (or most people) knows how to play text-book VF. I work in the simulation industry and we use lookup tables and functions every day. It's nothing new or ground breaking, and has been used as the basis for 'AI' in fighting games since day one.

    Real AI, having the ability to learn, to be conditioned, and to adapt is not here yet -- at least, not in the games we play.

    [ QUOTE ]

    The cool part for the programmers is than not only does the AI have all of these options to deal with during each 1/60th of each second of each match, but it can deal with them at the same speed of the game. So if you input the [P] command, the AI will "know" what to do in a matter of at least 1/60th of a second, that takes some very intelligent programmers indeed.

    [/ QUOTE ]

    This statement seems kind of redundant. We're talking about a computer here. A machine that is capable of processing millions of instructions per second whereas a human, in the context of VF, is capable of what? One? Two? Three? The fact that a machine is capable of making decisions in a nano-second doesn't necessarily mean the programmers are ingelligent and worthy of high praise.

    Again, I don't want to take anything away from the team that produced this great game, but I just think you're praising them because a machine is able to process so much information in a short amount of time. I could code an unbeatable AI that just waited for you that would dodge or guard every attack and escape every throw. But it wouldn't be fun.
     
  11. EmpNovA

    EmpNovA Well-Known Member

    [ QUOTE ]
    Myke said:

    Real AI, having the ability to learn, to be conditioned, and to adapt is not here yet -- at least, not in the games we play.


    [/ QUOTE ]

    Somewhere I read that the VF AI has the ability to adapt (learn), if I can find it I will post it, I am pretty sure it was under an adverstisement for VF4:Evolution.


    Higher Voltage
    Mostly about Ver. C AI mode
    Gamer Web
     
  12. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    XBL:
    Chill PKG
    [ QUOTE ]
    This is the way that Epic Games tests out the Unreal Tournament games, when you watch the matches, some times it is very hard to tell the difference between human and AI.

    [/ QUOTE ]
    No way. Play a game agianst any level of AI in UT and then go and play on a server and see the vast difference. FPS bot AI doesn't even come close. Bots have no true "aiming", no knowledge of environment, be it the surrounding landscape or any audio clues to find opponents, no guessing, no random running to evade projectiles, few have advanced tactics like rocket jumping, and those that do are either highly linear in their execution/timing or just random tactics that basicaly happen every 1-2 minutes with out any purpose and the list goes on. If anything Evo AI better represents human play (than FPS AI) because VF is based on rock/paper/scissors type rules (although a bit deeper than that) in a linear environment where as an FPS is free roaming in an open enviroment.
     
  13. EmpNovA

    EmpNovA Well-Known Member

    Did you play UT 2003? Or regular UT?
     
  14. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    XBL:
    Chill PKG
    [ QUOTE ]
    Did you play UT 2003? Or regular UT?

    [/ QUOTE ]
    Both.
     
  15. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    empnova said:

    Somewhere I read that the VF AI has the ability to adapt (learn), if I can find it I will post it, I am pretty sure it was under an adverstisement for VF4:Evolution.


    [/ QUOTE ]

    Posting those reviews is kinda pointless. If there's relevant text in them, you should quote them. I'm not interested in reading reviews of a game that I most likely know better than the reviewer.

    In any case, there is some form of adapting going on. As already stated earlier, if you overuse a throw, the chances of it being escaped increase. But this is all reaction based. The decision is made after the event. You provide the computer an input, it processes it and then makes a decision. Someone pointed out that if you overuse, say, the [6][P]+[G] throw, the computer will start escaping it. But if you switch to, say, a [4][6][P]+[G] throw, even though the escape command is the same for both throws, the computer won't escape it, because it interprets that as a different throw. To me, that's silly.

    What I'd like to see are proactive actions based on past events, or, conditioning. For example, after I knockdown the CPU with Akira, and I try to nail it with a well timed half-circular attack while its tech rolling, it will always dodge in the safe direction. In the same match, in the same situation, I try for a slightly delayed attack to nail him out of the dodge, and it either doesn't dodge or MCs me with a [2][P]. I don't call that adapting or learning, I call that cheating /versus/images/graemlins/smile.gif

    Of course you could argue that any human could have done the same thing in that situation, but from what I can tell, it's impossible to condition the AI.
     
  16. Shoju

    Shoju Well-Known Member

    Well I played the Homestay Akira ai 4 times and I almost beat it in one match so even though it's very good there must be some problems with it (Im not a good player).
     
  17. Kimble

    Kimble Well-Known Member

    I don't think it does. I don't know much about the AI behind VF but i always have the feeling that the computer is cheating. I play Virtua Tennis 2 too and i get that same feeling sometimes. The AI in evo is definitely improved from VF4 but it's still far from perfect.

    In the training mode you can set the cpu to block every attack. So i guess the AI is more or less about "pretending" to miss. I watched the bots in UT and Quake 3 and they don't seem to have a clue about what they are doing yet they can fire perfect shots at will. When they miss it seems like they are doing it on purpose.

    The perfect combos, blocking, struggling and escape from the "high level" bots just sometimes piss me off. They also seem to play like they know all the moves of every single character. I mean how many real life players are like that?
     
  18. Shoju

    Shoju Well-Known Member

    I also play Virtua Tennis 2 and yes it does cheat on hard mode and cheats alot on very hard mode. But even on the hardest setting it is beatable and unlike other games with cheating AI it will turn you into a very good player. But best to stick with hard mode.
     
  19. Zero-chan

    Zero-chan Well-Known Member

    I think all AI "cheats" to some extent - it's pretty hard to program something that can truly use yomi the way a human being can.

    That being said, Nintendo racing games are the worst out there, as far as AI cheating goes.
     
  20. Fishie

    Fishie Well-Known Member

    AKA Rubber band physics as used in Gran Turismo(a crap colectathon).
    In Nintendo games you not only have that but the uncanny ability of opponent cars to suddenly go twice as fast get perfect items and drive over lava etcetera.
    Urgh.
     

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