gosokkyu

エンド

  • 戦う人間発電所

owatte shimatta


someone asked me to cover this last week but idk if I'm gonna have the time to do it anytime soon, but I'll drop the link here for anyone who can read it—coverage of the CEDEC talk by Capcom's Naohiro Yasuhara on the logic behind Street Fighter 6's CPU behaviour: how they categorised the different actions it can take, how their tactics/action pool is shaped by the difficulty level, the steps they took to give it purpose as a teaching aide, how the CPU's actions across difficulties are intended to reflect the growth curve and habits of a human player, the states read & prioritised by the CPU before every action, etc

(Yasuhara spent a long stretch as a Fire Emblem planner/programmer, by the by)


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