<story><title>Street Fighter II&apos;s AI Engine</title><url>https://sf2platinum.wordpress.com/2017/01/20/the-ai-engine/</url></story><parent_chain></parent_chain><comment><author>billmalarky</author><text>&amp;quot;When reacting to an attack the scripts are chosen based on something called a yoke. Each frame of animation for both avatars and projectiles contains a value for the yoke in the metadata, which the AI peeks at to select a script suitable for responding to that attack. The computer sees the yoke of your move as soon as you have input it, before the first animation frame has even displayed. As such it gets one more frame of advantage on top of your reaction time.&amp;quot;&lt;p&gt;I KNEW IT!</text></comment>
<story><title>Street Fighter II&apos;s AI Engine</title><url>https://sf2platinum.wordpress.com/2017/01/20/the-ai-engine/</url></story><parent_chain></parent_chain><comment><author>indspenceable</author><text>&amp;gt;  These days, when most people talk about AI they’re talking about machine learning. There’s not any of that in SF2.&lt;p&gt;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&amp;#x27;s challenging but not impossible to win. The goals are entirely different.&lt;p&gt;If you&amp;#x27;re making a game, this is probably at least a useful example to look at, even if I don&amp;#x27;t agree with some of the decisions they made (uninterruptible moves, for instance)</text></comment>