Artificial Stupidity/Video Games/Party Game

Examples of in s include:


 * Mario Party 8 has King Boo's Haunted Hideaway, which is a randomly-generated map that changes each time you play it. The AI seems to not plan ahead at path forks, and it will choose a path even if it knows the next fork on that side has one path leading to a dead end and a Whomp blocking the other, and that it doesn't have enough coins to pay the Whomp's toll.
 * Basically, when the computer in Mario Party isn't being a cheating bastard, they have an IQ of -8. They will buy items for easy access to the Star, even if the cost of the item puts them below the coins needed for the Star. All the freakin' time.
 * It gets worse on the investment boards like Windmillville and Koopa's Tycoon Town. Most of the time, they will invest every single coin they have, even if it's not necessary. It makes it impossible for computers to invest on the building that is right next to it, unless they keep getting low rolls and winning minigames.
 * The computer will also use items to roll multiple dice blocks to get to the star when they don't have enough coins to buy a star.
 * One particular case of the HARD AI in the first game being incompetent is pointed out by The Runaway Guys when Peach, otherwise a luck-manipulating bastard on Hard, proceeds to get the Ground Pound Coin Minigame and use a total of 9 ground pounds to find the 5 "correct" posts.
 * The Easy AI is this on purpose -- it's possible to win several Mario Party 2 minigames against Easy bots without even doing anything.
 * 7 games later and they still haven't fixed this.
 * NES Monopoly has a very detailed and well programmed trade logic, given the limited system resources, which lets it value each property in the game with all factors (utility, other properties owned etc.) given reasonable weight. The problem is the AI only sees each trade as an expression of value, which proves fatal when dealing with debt since it never considers if it can repay any debts it will inherit, only that these debts aren't so high that they make the property worthless. Thanks to this problem, such an RNG dependent game can have contested speed runs (consisting of grabbing a property, saddling it with a mortgage that while minor the AI player's starting funds can't afford to pay, and trading it to the AI as fast as possible), as RNG only matters a small number of times which can safely be brute forced given the sub-minute record.