Wednesday, January 28, 2026

My Expectations as a Fan of Boxing for an AI Programmer Building a Truly Realistic Boxing Videogame (Unreal Engine)



My Expectations as a Fan of Boxing for an AI Programmer Building a Truly Realistic Boxing Videogame (Unreal Engine)

A realistic boxing videogame demands an AI system that simulates boxer identity, not just opponent difficulty. The expectation is an AI architecture capable of producing thousands of distinct boxing behaviors through layered sliders, traits, tendencies, mannerisms, and contextual decision-making—without hardcoding outcomes or relying on artificial boosts.

This is not about spectacle. It is about authenticity, variability, and systemic depth.


1) Foundational Principle: Boxing AI Is a Behavioral Ecosystem

The AI must be designed as a multi-layered behavioral ecosystem, where:

  • Capabilities define what is physically and mentally possible

  • Tendencies define what is preferred

  • Traits define what overrides normal behavior

  • Mannerisms define how behavior is expressed

  • Psychology defines why behavior changes

  • Context defines when behavior shifts

Every action taken by the AI should be explainable through these layers.


2) Capability Sliders (What the Boxer Is Capable Of)

Capabilities are not “ratings.” They are constraints and consistency modifiers.

A) Offensive Capabilities

  • Jab speed

  • Jab accuracy

  • Jab recovery

  • Jab authority (ability to disrupt rhythm)

  • Straight punch mechanics

  • Lead hook mechanics

  • Rear hook mechanics

  • Uppercut timing precision

  • Punch chaining fluidity

  • Punch commitment control (ability to bail mid-action)

  • Punch retraction speed

  • Punching balance retention

  • Power transfer efficiency

  • Hand speed under fatigue

  • Punch accuracy decay rate

B) Defensive Capabilities

  • Static guard integrity

  • Dynamic guard adjustment speed

  • Parry window size

  • Slip window precision

  • Roll execution reliability

  • Pull-counter balance retention

  • Recovery defense (defense while hurt)

  • Counter-defense transition speed

  • Guard recovery after impact

  • Defensive mistake rate under pressure

C) Footwork & Movement Capabilities

  • Forward pressure balance

  • Backward movement control

  • Lateral movement efficiency

  • Pivot sharpness

  • Angle exit reliability

  • Stance stability under fire

  • Cut-off geometry awareness

  • Rope awareness

  • Corner escape capability

  • Momentum control (stop/start movement)

  • Footwork degradation under fatigue

D) Athletic & Physical Capabilities

  • Aerobic stamina

  • Anaerobic burst capacity

  • Fatigue recovery rate

  • Balance under contact

  • Chin durability

  • Body durability

  • Leg durability

  • Torque generation

  • Injury resistance

  • Injury compensation ability

E) Cognitive & Ring IQ Capabilities

  • Read accuracy

  • Read speed

  • Pattern recognition

  • Deception recognition

  • Counter timing precision

  • Gameplan retention

  • Adjustment speed

  • Feint interpretation skill

  • Risk calculation accuracy

Capabilities answer:
“Can this boxer do this, and how well?”


3) Tendency Sliders (What the Boxer Prefers to Do)

This layer must be extensive, granular, and directly wired into decision weighting.

A) Engagement Tendencies

  • Pressure frequency

  • Reset frequency

  • Exchange willingness

  • Initiation bias

  • Clinch seeking frequency

  • Clinch avoidance

  • Late-round urgency

  • Early-round caution

  • Come-forward persistence

  • Retreat tolerance

B) Shot Selection Tendencies

  • Jab-first preference

  • Double-jab preference

  • Jab-to-body preference

  • Jab-to-head preference

  • Lead hook usage

  • Rear straight usage

  • Rear hook usage

  • Uppercut frequency

  • Body shot prioritization

  • Head-hunting bias

  • Single-shot preference

  • Combination preference

  • Combination length bias

C) Defensive Habit Tendencies

  • High guard reliance

  • Shell usage

  • Long guard usage

  • Slip-left vs slip-right bias

  • Roll preference

  • Pull-counter preference

  • Parry-first behavior

  • Catch-and-shoot preference

  • Defense-to-offense immediacy

D) Footwork Habit Tendencies

  • Circle-left bias

  • Circle-right bias

  • Pivot frequency

  • Step-out vs step-back preference

  • Angle-after-punch behavior

  • Rope escape preference

  • Rope trap avoidance

  • Ring center priority

  • Cut-off commitment

E) Psychological Tendencies

  • Patience vs impatience

  • Risk tolerance

  • Revenge behavior after being hit

  • Emotional volatility

  • Confidence gain rate

  • Confidence loss rate

  • Showboating likelihood

  • Discipline under pressure

F) Finish Tendencies

  • Swarm instinct

  • Sniper instinct

  • Trap-setting instinct

  • Body-first finishing

  • Head-first finishing

  • Finish patience

  • Overcommit risk when opponent is hurt

Tendencies answer:
“Given multiple valid options, which does this boxer lean toward?”


4) Trait System (Rule-Based Overrides)

Traits must act as conditional modifiers or logic overrides, not flavor text.

Examples

  • Dangerous when hurt

  • Slow starter / fast starter

  • Momentum fighter

  • Body investment specialist

  • Clinch disruptor

  • Late-round closer

  • Veteran round thief

  • Glass hands

  • Iron chin

  • Crowd-responsive

  • Emotionally fragile

  • Ice-cold under pressure

Traits can:

  • Temporarily override tendencies

  • Expand or shrink decision windows

  • Alter risk calculations

  • Trigger unique behavioral states


5) Mannerism Sliders (How the Boxer Expresses Behavior)

Mannerisms provide human texture.

Mannerism Categories

  • Movement rhythm (bounce cadence, pauses)

  • Idle posture

  • Guard posture

  • Feint language preference

  • Breathing patterns

  • Post-hit reactions

  • Reset behavior

  • Corner demeanor

  • Ref interaction behavior

  • Victory/defeat expression

Mannerisms must scale with:

  • Fatigue

  • Damage

  • Confidence

  • Fight context


6) Psychology & Internal State Modeling

AI must maintain internal states such as:

  • Confidence

  • Composure

  • Frustration

  • Momentum perception

  • Perceived opponent danger

  • Urgency awareness (round, score)

These states directly modify:

  • Reaction speed

  • Risk tolerance

  • Shot commitment

  • Defensive caution


7) Ringcraft & Spatial Intelligence

The AI must treat the ring as a tactical environment:

  • Center control goals

  • Exit lane evaluation

  • Rope danger scoring

  • Corner risk evaluation

  • Trap construction logic

  • Escape prioritization

Movement decisions must be intentional, not reactive chasing.


8) Opportunity-Based Decision Making

Punches are chosen based on:

  • Guard gaps

  • Weight transfer moments

  • Rhythm breaks

  • Post-punch vulnerability

  • Counter exposure risk

AI must be capable of:

  • Feint-aborts

  • Half-commits

  • Combo truncation

  • Opportunistic counters


9) Fatigue, Damage, and Injury Integration

Fatigue and damage must:

  • Reduce available actions

  • Change preferred tactics

  • Increase mistake probability

  • Alter mannerisms and posture

A tired boxer must look, move, and think tired.


10) Unreal Engine Implementation Expectations

The AI programmer must demonstrate mastery of:

  • DataAssets / DataTables for all sliders

  • Behavior Trees or StateTree for high-level logic

  • Animation Montages and Motion Warping

  • Clean AI ↔ animation ↔ hit reaction loops

  • Network-safe execution (if applicable)

Designers must be able to tune behavior without touching code.


11) Debugging & Tooling (Non-Negotiable)

Required tools include:

  • Live decision overlays

  • Slider visualization

  • Ring heatmaps

  • Behavior logs

  • Adaptation tracking

  • Replay consistency controls


12) Adaptation & Anti-Exploit Logic

AI must detect and counter:

  • Repeated attack patterns

  • Excessive retreating

  • Guard-only defense

  • Predictable combos

Adaptation should be gradual and believable, not instant omniscience.


13) Expected Deliverables from the AI Programmer

A qualified AI programmer should deliver:

  1. A deep, slider-driven identity system

  2. Extensive tendency libraries

  3. Trait-based behavior overrides

  4. Mannerism and psychology layers

  5. Ringcraft intelligence

  6. Opportunity-based combat logic

  7. Robust debug and tuning tools


Final Expectation

A realistic boxing videogame does not need smarter AI.
It needs deeper AI—AI that reflects the complexity of boxing itself.

The goal is not to beat the player unfairly.
The goal is to create fights that feel earned, varied, human, and endlessly replayable.



If Poe were hiring an AI Programmer with Unreal Engine Experience


Senior AI Programmer – Boxing Simulation (Unreal Engine)

Project Type: Realistic / Simulation-Driven Boxing Videogame
Focus: Offline + Online Parity, Systemic Depth, Long-Term Expandability

Role Overview

This role exists to build the core intelligence of the boxing experience.

The Senior AI Programmer will design and implement a deep, identity-driven boxing AI system that produces believable, stylistically distinct boxers through extensive sliders, traits, tendencies, mannerisms, psychology, and contextual decision-making—not scripted behaviors or artificial difficulty boosts.

This is not a “combat AI” role in the traditional sense.
This is a boxing intelligence role.


Vision & Non-Negotiables

The AI must:

  • Represent boxing as it is actually practiced

  • Produce thousands of distinct boxer identities

  • Be designer-driven, not programmer-locked

  • Scale across eras, styles, and difficulty levels

  • Remain transparent, debuggable, and tunable

  • Never rely on hidden cheats or input reading

Difficulty must emerge from:

  • Better reads

  • Smarter decisions

  • Fewer mistakes

  • Greater discipline

  • Improved adaptation

—not from inflated stats or unfair reactions.


Core AI Philosophy

Boxing AI is treated as a behavioral ecosystem, not a single brain.

The system must clearly separate:

  • Capabilities – what a boxer can do

  • Tendencies – what a boxer prefers to do

  • Traits – what overrides normal behavior

  • Mannerisms – how behavior is expressed

  • Psychology – why behavior changes

  • Context – when behavior shifts

Every AI decision should be explainable through these layers.


Primary Responsibilities

1. AI Architecture & Systems Design

  • Design a layered AI architecture including:

    • Perception

    • Intent & round planning

    • Tactical evaluation

    • Opportunity & risk scoring

    • Action selection

    • Execution & animation handoff

    • Adaptation & learning

  • Ensure the system supports emergent behavior, not scripted outcomes.


2. Capability Slider Framework (Extensive)

Build a large-scale capability system covering:

Offensive Capabilities

  • Jab speed, accuracy, recovery, authority

  • Punch mechanics by type (straight, hook, uppercut)

  • Combination fluidity

  • Balance retention

  • Punch retraction speed

  • Power transfer efficiency

  • Accuracy decay under fatigue

Defensive Capabilities

  • Guard integrity (static & dynamic)

  • Parry window precision

  • Slip and roll reliability

  • Recovery defense

  • Counter-defense transition speed

  • Defensive degradation under pressure

Footwork & Movement

  • Forward/backward control

  • Lateral efficiency

  • Pivot sharpness

  • Angle exit reliability

  • Cut-off geometry awareness

  • Rope and corner awareness

  • Movement degradation under fatigue

Athletic & Physical

  • Aerobic stamina

  • Anaerobic burst

  • Fatigue recovery

  • Balance under contact

  • Chin, body, and leg durability

  • Injury resistance and compensation

Cognitive / Ring IQ

  • Read accuracy and speed

  • Pattern recognition

  • Deception recognition

  • Counter timing

  • Adjustment speed

  • Risk calculation accuracy

Capabilities define possibility and consistency, not personality.


3. Tendency Slider System (Very Deep)

Implement a plethora of tendency sliders that meaningfully alter behavior:

Engagement

  • Pressure frequency

  • Reset frequency

  • Exchange willingness

  • Clinch seeking / avoidance

  • Early-round caution

  • Late-round urgency

Shot Selection

  • Jab-first bias

  • Double-jab usage

  • Body vs head focus

  • Lead vs rear preference

  • Uppercut frequency

  • Combo length preference

  • Single-shot vs volume bias

Defensive Habits

  • High guard reliance

  • Shell usage

  • Long guard usage

  • Slip direction bias

  • Roll preference

  • Pull-counter usage

  • Catch-and-shoot tendency

Footwork Habits

  • Circle direction bias

  • Pivot frequency

  • Step-out vs step-back

  • Rope escape behavior

  • Ring center priority

  • Cut-off commitment

Psychological Tendencies

  • Patience vs impatience

  • Risk tolerance

  • Revenge behavior after being hit

  • Emotional volatility

  • Confidence gain/loss rate

  • Discipline under pressure

Finishing Instincts

  • Swarm vs snipe vs trap

  • Body-first finishing

  • Head-first finishing

  • Overcommit risk when opponent is hurt

Tendencies must directly affect:

  • Action weighting

  • Distance selection

  • Timing windows

  • Risk evaluation

  • Round strategy


4. Trait System (Behavioral Overrides)

Design a trait system that can temporarily override normal logic, such as:

  • Dangerous when hurt

  • Slow starter / fast starter

  • Momentum-based fighter

  • Body investment specialist

  • Clinch disruptor

  • Veteran round manager

  • Emotionally fragile or ice-cold

  • Crowd-responsive

Traits must create recognizable moments, not passive bonuses.


5. Mannerisms & Expression

Implement systems that add human texture, including:

  • Rhythm and cadence

  • Guard posture

  • Feint language

  • Breathing behavior

  • Reset animations

  • Corner behavior

  • Ref interactions

Mannerisms must respond dynamically to:

  • Fatigue

  • Damage

  • Confidence

  • Fight context


6. Psychology & Internal State Modeling

Maintain internal AI states such as:

  • Confidence

  • Composure

  • Frustration

  • Momentum perception

  • Urgency (round, score, fight state)

These states must influence:

  • Reaction speed

  • Risk tolerance

  • Shot commitment

  • Defensive caution

  • Adaptation speed


7. Ringcraft & Spatial Intelligence

Implement true ring awareness:

  • Center control goals

  • Rope danger scoring

  • Corner risk evaluation

  • Exit lane analysis

  • Cut-off geometry

  • Trap construction and escape logic

Movement must be intentional, not chase-based.


8. Opportunity-Based Combat Logic

All offense must be driven by:

  • Guard gaps

  • Rhythm breaks

  • Weight transfer moments

  • Post-punch vulnerability

  • Counter exposure risk

AI must support:

  • Feint-aborts

  • Half-commits

  • Combo truncation

  • Opportunistic counters


9. Unreal Engine Integration

Required expertise includes:

  • DataAssets / DataTables for all sliders

  • Behavior Trees or StateTree

  • Animation Montages & Motion Warping

  • Clean AI → animation → hit → response pipelines

  • Network-safe logic (if applicable)

Designers must be able to tune everything without touching code.


10. Tooling & Debugging (Mandatory)

You will build:

  • Live AI decision overlays

  • Slider visualizers

  • Behavior logs (“why this happened”)

  • Ring heatmaps

  • Adaptation tracking tools

  • Replay variability controls

Explainability is not optional.


Required Qualifications

  • Strong Unreal Engine AI experience

  • Proven work on systemic, non-scripted AI

  • Deep understanding of boxing fundamentals

  • Experience building designer-facing tools

  • Strong debugging and profiling skills

  • Systems-thinking mindset


Preferred Qualifications

  • Sports, fighting, or simulation game experience

  • Large-scale slider systems

  • Gameplay Ability System familiarity

  • Offline + online system awareness

  • Passion for realism and long-term depth


Evaluation Criteria

Candidates will be evaluated on their ability to:

  • Create believable boxer identities

  • Explain AI decisions clearly

  • Avoid shortcuts and cheats

  • Support designers

  • Build scalable systems

  • Respect boxing as a craft, not an arcade abstraction


Example Technical Evaluation

Candidates may be asked to:

  • Design a boxer identity system using sliders, traits, and tendencies

  • Demonstrate opportunity-based punch selection

  • Show how adaptation occurs across rounds

  • Provide debug output explaining decisions

  • Discuss how realism is preserved at higher difficulty


Final Statement

This role exists to ensure players are not fighting AI—
they are fighting boxers.

The measure of success is not win rate.
It is whether players believe the opponent thinks, reacts, adapts, and behaves like a real human boxer.


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