Let’s Play AI – Super Smash Bros.

In the latest episode of the Let’s Play AI series, I opted to do something a little different.  We’ve looked at a range of AI thus far in the series but it’s mostly been focussed on first person shooter (FPS) games.  So this time around, we’re looking at a fighting game, notably Super Smash Bros. for the WiiU.  Now it’s fair to say that Super Smash Bros. is not your typical fighting game and shares little with more traditional games such as Street Fighter or Mortal Kombat.  In fact, it carries a greater similarity to Dreamcast classic Power Stone (which if you’ve never played it is well worth checking out).  The emphasis is on a fighter that can manoeuvre around a large and often hazard filled environment to then attack and potentially launch their enemy out of the arena.

The range of amiibo toys carry a range of functionality in different Nintendo games.
The range of amiibo toys carry a range of functionality in different Nintendo games.

While we would typically look at the classic AI, in this instance we look at the Amiibo functionality built within the game.  For those unfamiliar with the idea, the Amiibo is a series of toys made by Nintendo that (courtesy of a NFC chip in the base) connect to specific games courtesy of a reader in the Wii U and the (new) Nintendo 3DS.  In Super Smash Bros., this creates a new non-player character (NPC) in the game that gradually improves over time.  We see just how smart (and dumb) these NPCs are as they develop and grow over time.  Comparing not just against their fellow CPU players, but also my (limited) gameplay ability!

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Tommy Thompson Written by:

Tommy is the writer and producer of AI and Games. He's a senior lecturer in computer science and researcher in artificial intelligence with applications in video games. He's also an indie video game developer with Table Flip Games. Because y'know... fella's gotta keep himself busy.