Timeline for Are harder CPU players given a mechanical advantage?
Current License: CC BY-SA 3.0
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Jun 15, 2020 at 8:59 | history | edited | CommunityBot |
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Apr 11, 2012 at 17:26 | comment | added | BlueRaja - Danny Pflughoeft | @downvoter: Why the downvote? | |
Apr 10, 2012 at 15:47 | comment | added | Toomai | According to smashboards.com/showthread.php?t=300461 CPU players react to the state of the opponents, not the buttons pressed by the players. This would still allow frame-by-frame reaction time but technically has nothing to do with input. | |
Apr 10, 2012 at 15:41 | comment | added | Tacroy | It would be basically impossible to do anything but "read button commands and [react] accordingly". What do they expect, that the AI will do image processing on character animations to figure out what they're doing? You'd have trouble doing that on a modern high-end computer in real time, much less on the Wii. | |
Apr 10, 2012 at 15:05 | comment | added | BlueRaja - Danny Pflughoeft | @Ben: As a software developer, I would say it was most likely not even intentional - it is very easy/clean/obvious to have the AI react to internal state (which would get updated immediately), but having it react to things a human would react to (such as the current animation-frame) is probably something they never even considered. There is probably some built-in reaction-delay, and at the highest difficulty the delay is set to 0. This is the same way I would have done it. | |
Apr 10, 2012 at 13:27 | comment | added | Zelda | This is a pretty standard cheap trick to make AI "harder", they "cheat" by knowing what you're doing. | |
Apr 10, 2012 at 5:15 | history | answered | BlueRaja - Danny Pflughoeft | CC BY-SA 3.0 |