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Street Fighter II's AI Engine

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31–40 of 88 posts

Re: Street Fighter II's AI Engine

#33
post #23
post #3

I wonder if knowing the different strategies would make pro-humans better at playing the game. I feel like they might already have internalized the different strategies the computer uses, but still pretty surprising to see how simple the source code is. Also cool to think about would be AI-vs-AI street fighter competitions. Or SF AI that learns from live matches currently being played online.

> AI-vs-AI street fighter competitions http://www.saltybet.com/ does just that.

nice... somewhat glitchy, but still pretty good.

I doubt there is reinforcement learning going on though, I think the AIs of the mugen characters are hard coded.

Re: Street Fighter II's AI Engine

#34
> Anyone looking for some insight into how to write an AI engine for a game today will be disappointed.

And yet, it was really effective and fun. This is like a magician revealing how a trick was done, it's always a "letdown".

Re: Street Fighter II's AI Engine

#35
post #32
post #31

Earlier quoted context omitted.

Sure it is. AI is a computer reacting to its environment to solve a problem. It doesn't necessitate machine learning, neural networks, or what-have-you.

Sorry but I don't see any intelligence in this.

It's still AI though.

Re: Street Fighter II's AI Engine

#37
post #31
post #28

AI != IF STATEMENT + RANDOM

Sure it is. AI is a computer reacting to its environment to solve a problem. It doesn't necessitate machine learning, neural networks, or what-have-you.

This doesn't have a scoring function or objective function hence is not 'solving' a problem. it's just mimicking a behaviour. There is quite a difference.

Re: Street Fighter II's AI Engine

#38
> These days, when most people talk about AI they’re talking about machine learning. There’s not any of that in SF2.

Actually, AI for games is pretty much never equivalent to AI for non-games. The end goal is different - games want to provide a non-optimal set of instructions, so that it's challenging but not impossible to win. The goals are entirely different.

If you're making a game, this is probably at least a useful example to look at, even if I don't agree with some of the decisions they made (uninterruptible moves, for instance)

Re: Street Fighter II's AI Engine

#39
"Charge moves such as blade kicks are simply executed as instructions, so they cannot fail. Guile can do a bladekick from a standing position simply because that’s what’s in the script."

That's a pretty big cheat, to be honest.

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