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Wombat's UFC 5 Simulation AI vs AI Sliders and AI Styles

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Old 06-19-2024, 03:47 PM   #57
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Re: Wombat's UFC 5 Simulation AI vs AI Sliders and AI Styles

I'm strictly offline. I have my own universe set up with a formatted workbook and I have more fun creating the bouts than I do playing them.

I checked out your sliders when you first posted and I tested them out. I dont do AI vs AI, I have about 250 current day roster fighters/active fighters in other organizations. I had fun with what you shared (thank you) but I started tweaking them because the AI posed little threat (especially on the ground.

Honestly...being that I play pretty much every bout I create...I feel like some sliders dont do a damn thing.

1) I hate, hate, HATE that I have to flip sliders anytime I wanna fight out of a diff corner. EA attached the sliders to the corners instead of P1/Cpu especially for your AI vs AI community...which I didnt even know was a thing. So thats cool for you guys but not so much for those of us that play thru our universe. With the lack of universe type modes, I play everything thru fight now. The event goes on paper and the fights themselves are one at a time thru fight now. With only 50 caf slots, I'm also flipping back and forth between PS profiles. So, theres a lot of front end work with the payoff being a time killer now instead of a really enjoyable experience (cause the game is weak)

2) Back to the sliders not doing a damn thing....and maybe its just me...but i'll fight outta the red corner with -15 transaction speed. I'll bump the blue corner AI up to +25 transaction speed. I deny almost everything they throw at me (on legendary) and I'll slice thru every guard I'm stuck in like warm butter. Maybe I need to make the speed spread larger, but at this point I just even the sliders for both sides so I dont have to re-adjust everytime i pick up the sticks and wanna be blue vs red corner.

No new faces on the roster at launch. LOL, that is pathetic. I know the huggers will hop on board with "bUt ThEy AdDeD dLc UnTiL A CoUpLe MonThS BeFoRe ReLeA..." Shut up. Don't care. Inexcusable. These dudes need the licensing revoked. I'd rather wait 5 years for a game that has some MMA TLC instead of waiting for another cut and paste.
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Old 07-07-2024, 08:50 AM   #58
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Re: Wombat's UFC 5 Simulation AI vs AI Sliders and AI Styles

Have you done the AI Styles for the latest roster updates bro?
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Old 11-30-2024, 10:01 PM   #59
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Re: Wombat's UFC 5 Simulation AI vs AI Sliders and AI Styles

I grabbed the updated settings on page 1 but now all my fights are ending in the first round.

Anyone having this issue?

Am I missing something?

Last edited by tellitB; 11-30-2024 at 10:11 PM.
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Old 12-01-2024, 04:02 PM   #60
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Re: Wombat's UFC 5 Simulation AI vs AI Sliders and AI Styles

Seems to be better now, somewhat, but my question is: do these work when you're doing an Event or just Fight Now?
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Old 01-22-2025, 12:29 PM   #61
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Re: Wombat's UFC 5 Simulation AI vs AI Sliders and AI Styles

Quote:
Originally Posted by wombatsportz
Hi, everyone!

I just made an update to the sliders. A new patch came out this past Friday that included striking and grappling changes. There are a few sliders that have been changed significantly, but my testing actually began before this patch was released. I simulated a few events for my universe and started implementing a few of these slider changes based on some things that I was seeing. I did some continued testing over the weekend with the new patch and I’m pretty happy with the results I’m getting. Below are the changes that have been made;

Game Style Changes
Damage increased from +2% to +6%
Transition speed decreased from +50% to -45%
Submission speed decreased from +100% to +75%
Cut resistance increased from +98% to 100%
Referee stand up time changed from quick to normal

AI Behavior Changes
Standup frequency decreased from -50% to -70%
Grapple strike frequency increased from -10% to +20%
Submission frequency decreased from -30% to -35%

So like I mentioned, I simulated a few events in my universe mode and was noticing a few things that prompted additional testing and ultimately led to these changes. First, I was seeing basically every fight end in either decision or submission. There were hardly any KO’s or TKO’s happening at all. I ended up upping the damage to +6%. Anything below this was giving a very low percentage of KO/TKO even in 5 round fights and anything higher than this seemed to produce too many knockdowns and KO’s. I was trying to find a happy medium between the two and I think +6% is providing this for now. With the increased damage, I have reduced the standup frequency to -70% and maxed out the cut resistance at +100%.

In my last slider update, I maxed out the submission speed at +100% because initially, I was seeing some nice variation in submission finishes particularly with skilled submission fighters like Charles Oliveira. The max sub speed was introducing the possibility of 1st round subs. As I continued using the sliders, I was finding that too many submissions victories were occurring. In one of my events, three of the four fights ended in submission. I lowered the speed down to +75%, and I think it is in a better spot. Fighters like Oliveira are still able to pull off the 1st round subs occasionally, but there are no longer an overabundance of sub victories happening. I have also significantly reduced the transition speed to -45% and changed the referee stand up time to normal. With the previous settings, I was noticing fighters being able to transition on the ground basically at will. The quick transition speed was allowing for fighters to get into top control within seconds of the fight going to the ground. In real fights, the ground game is a struggle for position. I began experimenting with negative transition speeds and found that -45% was replicating the struggle on the ground that you would see in an actual fight. The significant decrease in transition speed also prompted the switch to normal stand up time. I was already seeing the fight being stood up frequently on quick with +50% transition speed, so the switch to normal was necessary.

Quick note for the guys using these sliders for user vs AI gameplay, I wouldn’t recommend lowering the transition speed slider to -45%. This would most likely make the AI way to easy to deny transitions. If you were finding the ground game good with previous settings, I would just leave them as is. I just like the visual struggle that -45% is providing for AI vs AI.

The last change was making a pretty drastic increase in grapple strike frequency by boosting it to +20%. Often I see fighters get a knockdown and then back off. This never happens in actual fights. Anytime a fighter gets a knockdown they quickly ambush their opponent to finish the fight. I was trying to replicate that in the game and thought if I increased the grapple strike frequency that this might help encourage the fighter to jump on their opponent and try to get the ground and pound TKO. This wasn’t the case, as I’m still seeing fighters back off after getting the knockdown, but increasing the grapple strike frequency has helped with producing more ground and pound TKO’s. With previous sliders, I didn’t see many GnP TKO’s, but now there have been several realistic ones occur in my simulations with the slider set at +20%. I also think the increase in damage has played a role here also.

Give these updates a shot if you are playing AI vs AI and let me know how they work out!
I've been using your sliders for awhile now and getting good mix of KO's, decisions, and subs (not very common, but I do get subs)

I do agree, the aggression after a knock down or a rocking your opponent is lacking. I rarely see a fighter go after a fighter after they knock them down or stun them. It does happen but not very much. Trying to figure out if there is a slider that would help this or if its just how the AI is programmed??
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