Artificial Stupidity: Difference between revisions

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* Set Pattern — the computer actually makes no decisions; all enemies will make the same moves every time regardless of what the player does. Most of the enemies in ''[[Super Mario Bros. (video game)|Super Mario Bros]].'' fit this category.
* Set Pattern — the computer actually makes no decisions; all enemies will make the same moves every time regardless of what the player does. Most of the enemies in ''[[Super Mario Bros. (video game)|Super Mario Bros]].'' fit this category.
* [[AI Roulette]] — again, the computer is not making decisions ''per se''; it is simply choosing a move at random. This type is often seen in turn-based [[Role Playing Game|Roleplaying Games]].
* [[AI Roulette]] — again, the computer is not making decisions ''per se''; it is simply choosing a move at random. This type is often seen in turn-based [[Role-Playing Game|Roleplaying Games]].
* Analytical, or Responsive — the computer chooses a move based on the situation; the ghosts in ''[[Pac-Man]]'' fall into this category, which in 1980 was considered impressive.
* Analytical, or Responsive — the computer chooses a move based on the situation; the ghosts in ''[[Pac-Man]]'' fall into this category, which in 1980 was considered impressive.


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'''Artificial Stupidity''' is particularly visible in [[Role Playing Games]], be they turn-based games like the majority of the ''[[Final Fantasy]]'' and ''[[Dragon Quest]]'' series, or strategy-based games like ''[[Final Fantasy Tactics]]'' and ''[[Disgaea]]'', simply because it is in these types of games that the decision-making process is the most important, and therefore, the most visible. It can potentially exist in any game involving an analytical or responsive AI, though, and the more analytical the game, the easier it is to get an AI that's, well, stupid. For instance, even good chess games can suffer from a version of this, called the "horizon effect".
'''Artificial Stupidity''' is particularly visible in [[Role Playing Games]], be they turn-based games like the majority of the ''[[Final Fantasy]]'' and ''[[Dragon Quest]]'' series, or strategy-based games like ''[[Final Fantasy Tactics]]'' and ''[[Disgaea]]'', simply because it is in these types of games that the decision-making process is the most important, and therefore, the most visible. It can potentially exist in any game involving an analytical or responsive AI, though, and the more analytical the game, the easier it is to get an AI that's, well, stupid. For instance, even good chess games can suffer from a version of this, called the "horizon effect".


Differs from [[AI Roulette]] because AI Roulette chooses moves randomly. '''Artificial Stupidity''' puts some "thought" in its moves, making the most obvious stupidities less likely but creating more consistent general incompetence.
Differs from [[AI Roulette]] because AI Roulette chooses moves randomly. '''Artificial Stupidity''' puts some "thought" in its moves, making the most obvious stupidities less likely but creating more consistent general incompetence. See also [[AI Breaker]] for exploiting these.


[[Suicidal Overconfidence]] is a specific case of this that's usually less about bad programming or making the game easier than about allowing the player to have something to do.
[[Suicidal Overconfidence]] is a specific case of this that's usually less about bad programming or making the game easier than about allowing the player to have something to do.
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Note that, for the sake of argument, this trope typically only covers situations that a player can be reasonably expected to enter over the course of normal gameplay. It's hardly fair to blame the programmers, after all, if you use a cheat device to get special weapons ahead of time and the AI has no idea what's going on.
Note that, for the sake of argument, this trope typically only covers situations that a player can be reasonably expected to enter over the course of normal gameplay. It's hardly fair to blame the programmers, after all, if you use a cheat device to get special weapons ahead of time and the AI has no idea what's going on.


This trope is [[I Thought It Meant|not to be confused with]] [[Obfuscating Stupidity|''Obfuscating Stupidity'' Stupidity]], though some games that [[Computers Are Fast|computers can inherently play well]] will use Artificial [[Obfuscating Stupidity]] to balance the difficulty.
This trope is [[I Thought It Meant|not to be confused]] with [[Obfuscating Stupidity|''Obfuscating Stupidity'' Stupidity]], though some games that [[Computers Are Fast|computers can inherently play well]] will use Artificial [[Obfuscating Stupidity]] to balance the difficulty.

{{examples}}
== Sub-Pages ==
* [[Artificial Stupidity/Action Game|Action Games]]
* [[Artificial Stupidity/Adventure Game|Adventure Games]]
* [[Artificial Stupidity/Fighting|Fighting Games]]
** [[Artificial Stupidity/Beat'Em Up|Beat'Em Ups]]
* [[Artificial Stupidity/First-Person Shooter|First-Person Shooters]]
* [[Artificial Stupidity/Party Game|Party Games]]
* [[Artificial Stupidity/Puzzle Game|Puzzle Games]]
* [[Artificial Stupidity/Racing Game|Racing Games]]
* [[Artificial Stupidity/Roleplay|Roleplaying Games]]
** [[Artificial Stupidity/Massively Multiplayer Online Role Playing Game|Massively Multiplayer Online Role Playing Games]]
* [[Artificial Stupidity/Simulation Game|Simulation Games]]
* [[Artificial Stupidity/Sports Game|Sports Games]]
* [[Artificial Stupidity/Strategy Game|Strategy Games]]
* [[Artificial Stupidity/Wide Open Sandbox|Wide Open Sandbox]]
* [[Artificial Stupidity/Miscellaneous Games|Miscellaneous Games]]
<!-- Don't have any of these sub-pages yet ... but there's quite a few unsorted entries on the "Miscellaneous Games" sub-page.

* [[Artificial Stupidity/Platform Game|Platform Games]]
* [[Artificial Stupidity/Rhythm Game|Rhythm Games]]
* [[Artificial Stupidity/Shoot'Em Up|Shoot'Em Ups]]
* [[Artificial Stupidity/Survival Horror|Survival Horror Games]]
* [[Artificial Stupidity/Tower Defense|Tower Defense Games]]
* [[Artificial Stupidity/Turn-Based Strategy|Turn-Based Strategy Games]]

-->

* [[Artificial Stupidity/Real Life|Real Life]]


{{examples on subpages}}
{{reflist}}
{{reflist}}
[[Category:{{PAGENAME}}]]
[[Category:Error Index]]
[[Category:Fake Difficulty]]
[[Category:Fake Difficulty]]
[[Category:Older Than the NES]]
[[Category:Older Than the NES]]
[[Category:Stupidity Tropes]]
[[Category:Video Game Difficulty Tropes]]
[[Category:Video Game Difficulty Tropes]]
[[Category:Stupidity Tropes]]
[[Category:Artificial Stupidity]]

Latest revision as of 18:20, 23 April 2024

<Patrician|Away> what does your robot do, sam

<bovril> it collects data about the surrounding environment, then discards it and drives into walls
bash.org quote #240849

In almost every video game ever made, there are some characters controlled by the computer. These can be categorized into one of three groups:

  • Set Pattern — the computer actually makes no decisions; all enemies will make the same moves every time regardless of what the player does. Most of the enemies in Super Mario Bros. fit this category.
  • AI Roulette — again, the computer is not making decisions per se; it is simply choosing a move at random. This type is often seen in turn-based Roleplaying Games.
  • Analytical, or Responsive — the computer chooses a move based on the situation; the ghosts in Pac-Man fall into this category, which in 1980 was considered impressive.

It is in this third group that Artificial Stupidity can be found. AS is when the AI can select a move for its character(s), and consistently chooses ones that are completely stupid. While it is very rarely included on purpose as a balancing factor, such as to balance out the fact that The Computer Is a Cheating Bastard, Artificial Stupidity is often a result of poor programming; the programmers simply didn't program the AI not to make that move, and when the AI evaluates its choices, the poor move looks like the best one. (It's far more likely that The Computer Is a Cheating Bastard will be introduced to compensate for Artificial Stupidity rather than the other way round.)

Artificial Stupidity is particularly visible in Role Playing Games, be they turn-based games like the majority of the Final Fantasy and Dragon Quest series, or strategy-based games like Final Fantasy Tactics and Disgaea, simply because it is in these types of games that the decision-making process is the most important, and therefore, the most visible. It can potentially exist in any game involving an analytical or responsive AI, though, and the more analytical the game, the easier it is to get an AI that's, well, stupid. For instance, even good chess games can suffer from a version of this, called the "horizon effect".

Differs from AI Roulette because AI Roulette chooses moves randomly. Artificial Stupidity puts some "thought" in its moves, making the most obvious stupidities less likely but creating more consistent general incompetence. See also AI Breaker for exploiting these.

Suicidal Overconfidence is a specific case of this that's usually less about bad programming or making the game easier than about allowing the player to have something to do.

The Escort Mission is often a variety of this.

The opposite of Artificial Stupidity is Artificial Brilliance, where the AI makes surprisingly good decisions that convincingly appear intelligent. See The Guards Must Be Crazy for this trope as relates to stealth games.

Note that, for the sake of argument, this trope typically only covers situations that a player can be reasonably expected to enter over the course of normal gameplay. It's hardly fair to blame the programmers, after all, if you use a cheat device to get special weapons ahead of time and the AI has no idea what's going on.

This trope is not to be confused with Obfuscating Stupidity Stupidity, though some games that computers can inherently play well will use Artificial Obfuscating Stupidity to balance the difficulty.

Examples of Artificial Stupidity are listed on these subpages: