title: How to design the artificial intelligence of a fighting game (Street Fighter or Soul Calibur)?
body: <p>There are many papers about ranged combat artificial intelligences, like Killzones's (<a href="http://www.cgf-ai.com/docs/straatman_remco_killzone_ai.pdf" rel="noreferrer" title="Killzone">see this paper</a>), or Halo. But I've not been able to find much about a fighting IA except for this <a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.116.592&amp;rep=rep1&amp;type=pdf" rel="noreferrer" title="Learning to Fight">work</a>, which uses neural networs to learn how to fight, which is not exactly what I'm looking for.</p>
  
  <p>Occidental AI in games is heavily focused on FPS, it seems! Does anyone know which techniques are used to implement a decent fighting AI? Hierarchical Finite State Machines? Decision Trees? They could end up being pretty predictable.</p>