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:
A deep, slider-driven identity system
Extensive tendency libraries
Trait-based behavior overrides
Mannerism and psychology layers
Ringcraft intelligence
Opportunity-based combat logic
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:
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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:
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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
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Strong Unreal Engine AI experience
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Proven work on systemic, non-scripted AI
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Deep understanding of boxing fundamentals
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Experience building designer-facing tools
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Strong debugging and profiling skills
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Systems-thinking mindset
Preferred Qualifications
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Sports, fighting, or simulation game experience
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Large-scale slider systems
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Gameplay Ability System familiarity
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Offline + online system awareness
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Passion for realism and long-term depth
Evaluation Criteria
Candidates will be evaluated on their ability to:
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Create believable boxer identities
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Explain AI decisions clearly
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Avoid shortcuts and cheats
-
Support designers
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Build scalable systems
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Respect boxing as a craft, not an arcade abstraction
Example Technical Evaluation
Candidates may be asked to:
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Design a boxer identity system using sliders, traits, and tendencies
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Demonstrate opportunity-based punch selection
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Show how adaptation occurs across rounds
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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.