AI Breaker: Difference between revisions

Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.8.5
mNo edit summary
(Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.8.5)
 
(14 intermediate revisions by 6 users not shown)
Line 2:
Subtrope of [[Fake Skill]] and [[Game Breaker]], an action or a sequence of actions that exploits [[Artificial Stupidity|flaws in the game's artificial intelligence]].
 
Either the programmers didn't consider the possibility of the player doing this, couldn't come up with an effective counter or there's a bug in the system that makes it perform in ways not intended. Ultimately, even if the AI does always respond in the "best possible" way to an action, it may still become an AI Breaker by making the opponent(s) too predictable.
 
Ultimately, even if the AI does always respond in the "best possible" way to an action, it may still become an AI Breaker - by making the opponent(s) too predictable. Which means it loses in [[Metagame]], if it can't adapt. Once you figure out how to create situations where its optimization becomes a disadvantage, and the more its strategy is focused and immutable, the greater is its disadvantage against specialized counter-moves. The most common exploits are:
Often the ''only'' way to beat a [[Perfect Play AI]] or [[SNK Boss]], or any computer player that is overly [[Computers Are Fast|skilled]] or [[The Computer Is a Cheating Bastard|cheap]]. Easily leads to [[Gameplay Derailment]].
* "Strong Defender + Strong Attacker": An unit continues to attack whichever enemy it saw first / reached first / was attacked by first? You give it [[Stone Wall|something with greatest possible defence value]] to scratch and follow with [[Glass Cannon]]s right on its heels.
* AI units chase whoever they see on their own, without any coordination with allies? [[Fishing for Mooks|Kiting]], plus ambush if possible.
* AI constantly chooses the "best" path? If you can make one or another "more optimal", it will waver between the paths, never arriving anywhere. So you make it shuffle back and forth where it can't reach you but is whittled down by long-range weapons, traps or dangerous terrain.
* Priorities are not weighted reasonably close and against other factors, but are overriding? Show it the cheese it wants, build mousetraps on the way there.
* The game cut corners with a combination of [[The All-Seeing AI]] and straightforward algorithms? The downside: if the enemies had [[Fog of War]], most of the time you could not be sure what exactly ''they'' did see, what didn't, whether and where they decide to commit or send another scout... but now the enemies are deterministic and you see exactly what conditions they will consider. If the units always beeline toward the designated target, it's very close to suffering from a bottleneck terrain even in the open: their paths are completely predictable, so you can prepare to meet them in this one tiny spot. Conversely, knowing where they ''won't'' attack allows you to save resources and time by not bothering to build a proper defence on all sides.
* AI units ignore enemies they can't hit (no [[Anti-Air]] capability, etc)? They are asking for either [[Dronejam]] or free shooting range set up on the way to that one high-priority target.
 
Often the ''only'' way to beat a [[Perfect Play AI]] or [[SNK Boss]], or any computer player that is overly [[Computers Are Fast|skilled]] or [[The Computer Is a Cheating Bastard|cheapcheaty]]. Easily leads to [[Gameplay Derailment]].
 
{{examples}}
Line 10 ⟶ 18:
* ''[[Soul Calibur]] 3'''s anti AI move are moves the AI rarely blocks or dodges, allowing the player to be the one to [[Perfect Play AI|Mortal Kombat walk]] over the AI for once. Two of the easier to perform are Xianghua's Great Wall and Iron Sword/Strife's A+ B. Because [[The AI Is a Cheating Bastard]] itself, this is completely fair.
** The thief/Chester's bomb throw, B+K, can be charged and rolled. If you charge and roll the bombs, the enemy will more likely than not block it, and if you quickly charge another roll right after the first they will get up to guard normally and get hit in the feet, as the computer can't skip the frame from getting upright to blocking low. Another easy one is staff/Lynett's front A+B, if you do it right then you can knock the enemy down and then keep pointing at them as they get up, as they will guard but the attack breaks the guards.
** A really neat trick in ''Soul Calibur 4'' involves the final, topmost floor of the Tower of Lost Souls, where you face a severely souped-up version of the game's final boss... who can, however, easily be defeated by letting him knock you over, and then roll yourself on the floor so you're between him and the edge. He'll then do a jump over you--straightyou—straight off the edge of the tower, plunging to his death. By far the fastest way to make money in the game...
*** Sadly, this has been patched. However, throwing is once again an anti-AI move (it worked well in the second game), and thankfully it works against him. You see, no matter how high an opponent's defense is (theoretically, the final boss's defense is as high as it will go), throws always deal full damage. Plus, the computer doesn't grapple break as often as it did in the third game.
** In ''Soul Calibur 4'', using Yoshimitsu's Bullet Cutter attack will break the AI. The Bullet Cutter can be held, which will turn it from a normal attack into an unblockable attack. The response of the AI will be to block until it reaches its unblockable state, then try to attack. By releasing it shortly after it becomes unblockable and then quickly starting it up again, it's possible (and usually quite easy) to beat even the hardest AI without them landing a scratch on you.
* In ''[[Wii Sports]]'''s boxing, the player can literally get their rank off the chart (and if they go at it long enough, off the screen!) by simply weaving back and forth, then countering when the AI throws a punch. A human player can just aim where you are going to be.
* In ''[[Sacrifice]]'''s skirmish mode, the AI never uses the low-level but powerful Teleport spell, giving human players an enormous advantage.
* In ''[[Metal Gear Solid 2: Sons of Liberty]]'', when fighting the Harrier, you can't protect yourself from its missiles by hiding behind objects, because the missiles will always hit the object, and its explosion passes through the object and hits you. However, if you press yourself up against the object, the AI will think you're trying to move in that direction, and the missiles will always come in too low to hit you. May be the only way to beat it on Extreme.
** In ''[[Metal Gear]]'', the original, during the boss fight against Big Boss. He always tries to be on the opposite side of the room to you, so if you stand in the middle of the room, he gets confused and runs back and forth in one of the corners until you move. You can use this exploit to force him to run over your mines.
* The original ''[[Metal Gear Solid]]'' is full of them. All of these examples and more are demonstrated in a mostly finished [https://web.archive.org/web/20110917214130/http://www.viddler.com/explore/adelikat/videos/644/ tool-assisted speedrun of the game], done by theenglishman.
** Vulcan Raven sometimes fails to notice that he's knocked over one of the crates, but the collision detection keeps track. You can lure him into shooting one down, and then watch him walk into it repeatedly until he's provided with some other stimulus, like seeing you. If you hide in the corner, you can flatten him with Nikita missiles without him moving from his spot. He also has a slight overlap in his cone of vision and his minigun's hit radius, meaning that he can theoretically be whaling on a wall while you stand behind a wall and Nikita spam.
** During the second phase of the Hind D fight (after the first major air strike) standing underneath the Hind will cause Liquid to be unable to see you, and you can spam Stingers underneath him while he strafes back and forth looking for you.
Line 27 ⟶ 35:
*** The odd thing is that if you have full 100% chameleon armor on all the time, this becomes such a [[Game Breaker]] that the game becomes a breeze. You never, ever get attacked unless there is a script, as long as all the armor is on, and even enemies that are scripted to attack you won't see you. You can run around, smack guards and steal all day long and aside from the guard talking to you, they won't even see it. You can just run up, punch a guard in the face, and he will do the whole "you broke the law" talk, and if you resist he pulls out his sword and says "Where did he go!?" It makes for some quite funny gameplay.
** In ''Daggerfall'', if you stand a certain distance from some enemies, they neither come closer to engage in melee nor draw their bow and snipe at you from that distance. They stand perfectly still and do nothing.
* You can trick the AI into a lot of things in ''[[Super Smash Bros.]] Brawl'', but the most memorable trick is probably the 'Fly To Survive' scheme... only useable with the handful of characters who posess limited flight capabilities, and mostly useful for the Cruel Brawl survival-test, where you face a bunch of SERIOUSLY overpowered AI's... but by simple constantly flying UNDER the island the battle takes place on - hanging off the ledge on either side to reset your flight-time counter - you can trick the AI's into jumping off the screen with a little practice.
** In the previous game, ''Melee'', one famous enemy was Donkey Kong who had one tactic if the opponent stayed still on his stage. Charge, jump, jump, flip-hammer-punch. Unfortunately for him, his flip-hammer-punch disables his ability to hang on to edges, you spawn on a fairly small platform, and to properly hit you, he has to miss your platform by a bit, over one of the few levels in the game where you can't really recover from a fall--particularlyfall—particularly since his timing puts him into the ground just when an instant death enemy jumps up to bite at people's heels...
** In ''Melee'', all you have to do to get easy wins is make your opponent a maximum-difficulty Roy, turn off items, play in Jungle Japes, KO Roy once, and stand on the far right side of the stage. He WILL fall to his death over and over and over again when he tries to go directly from the respawn platform to your platform and misses the jump.
*** You could also battle a Luigi in both of the Mushroom Kingdom stages. Luigi's AI has him use his Green Missile for recoveries, so spiking him into one of the small pits causes Luigi to use the move, hit the wall, and fall to his death.
**** Even easier, level nine Ness on Jungle Japes, 1 stock match. Do nothing. He jumps toward you, tries to recover, falls down the hole between your platform and the main one, hits the side of the stage with PK Thunder, continues to fall, and dies.
***** [[Overly Long Gag|Even]] ''[[Overly Long Gag|easier,]]'' just leave Ness at level 1. He will do the same thing, minus PK Thunder.
*** Also, on the original Smash Bros. you could defeat Pikachu on Story Mode without even touching him by just jumping around the tower on the right, causing Pikachu to quick attack himself off of the platform.
*** It's also possible to do something similar with Fox in the original Super Smash Brothers: stand near the nose of the Great Fox and wait for him to charge you, then jump over him. Fox will be unable to recover, and will either fall off the screen or land on the Great Fox's lasers, at which point it's only a matter of time before the lasers fire and he asplodes.
Line 43 ⟶ 51:
** Also, AI players set their contract demands based on their Overall rating. One common trick is to forcibly change their position to one they are terribly ill-suited for (WR -> DT, for example), so that their Overall rating takes a massive hit. Then re-sign them for peanuts and switch them back. You could even do this to opposing teams' players and get them to trade away their stars.
** In ''NCAA 2011'', pump-faking backwards would cause '''all''' the defenders to abandon their assignments and rush the QB, leaving your receivers completely uncovered downfield.
* In ''[[Dragonball Z]]: Burst Limit'', several of the hardest challenges can be overcome by spamming Vegeta's 'Final Flash' super-move... apparently, the AI considers it a '[[Kamehame Hadoken|super beam]]' attack, and duly sidesteps it -- onlyit—only, the Final Flash is actually an [[Area of Effect]] cone, meaning that they step straight into it (instead of blocking, which would greatly reduce the damage). And because the AI considers dodging to be better than blocking, the higher the level of the AI is, the more likely it is to fall for this...
** In ''[[Dragonball Z]]: Ultimate Tenkaichi'', almost all AI opponents will become completely helpless if you stay directly above them at blast range, allowing you to bombard them with [[Ki Attacks]] at will. Most characters' shots can't hit straight up at all and the the few that can won't get too many hits in compared to you shooting down (although, some characters can't shoot down all that well, either). The AI is too stupid to fly up to you or run farther away to aim.
* In ''[[Naruto Shippuden Ultimate Ninja Storm Generations]]'', Itachi got a new move, Clone Jutsu: Super Explosion. What it does is create a clone of Itachi that walks forward [[Painfully-Slow Projectile|veeeeeery sloooooowly]] and [[Exactly What It Says on the Tin|explodes]] when touched or attacked. A human player can easily just sidestep it, but for some reason the AI falls for it every time and walks, or even ''[[Too Dumb to Live|dashes]]'' right into it. This makes getting through Itachi's story [http://www.youtube.com/watch?v=SRQrMovAefQ laughably easy.]
Line 65 ⟶ 73:
** It also has one that can specifically be used to get an achievement. There's an achievement for staying in combat for 10 minutes. You can get the guards near vigilantes, and the guards will just keep running into the vigilantes without knocking them down, going around, etc.
** In the sequel, if you jump on a beam about 3 meters above the ground and your legs are pulled up, enemies can't reach you with their weapons, so they switch to throwing stones. As they do, they holster their weapons. Then you can assassinate one or two of them and jump up again and repeat. Amazingly effective.
* In ''[[Super Robot Wars]]'', various MAP attacks aren't fun, since they either amount to powerful [[Sphere of Destruction|Spheres Of Destruction]] or [[Wave Motion Gun|Wave Motion Guns]]s. In either case, the accuracy means most of your units will get hit, and most of ''those'' will die after one or two shots. However... if the attack would hit even ''one'' other enemy unit, they won't use them.
** Another way to work around these is to move four characters who know Alert and have the Regen 10 SP skill surround the MAP able enemy and move all other units out of the MAPs attack range, eventually, since MAPs are all ammo based, a patient player can wait for it to use up these moves and then move in.
** In some SRWs the AI uses their MAPWs [[We Have Reserves|indiscriminately,]] most notably in ''A'' and ''OG2''.
* Attempting to convert a unit with two priests at once in the original ''[[Age of Empires I (Videovideo Gamegame)|Age of Empires I]]'' would leave it unable to decide which to attack, resulting in the unit standing still until converted.
** Also in ''[[Age of Empires II]]'', the AI was programmed to attack walls but not gates, so making your wall entirely out of gates would make it basically indestructible.
*** Another tactic to exploit this is build one of your gates directly in front of the enemies' gates, keeping them locked in their own city till your forces are ready to overwhelm them.
Line 79 ⟶ 87:
** Prior to Generation IV, computer players (unlike human players) never switch their Pokemon, even if the matchup is extremely unfavorable for them (except for Agatha and a very few other trainers, namely cooltrainers, who wastes a lot of moves switching their pokemon every other turn for no apparent reason. Gen 3 Blue will swap if his Pokemon is put to sleep and slowly dying.). If you use Trick to give them a Choice item and lock them into using a single move, then you can switch to a Pokemon that resists that move and setup to your heart's desire. Amazingly, the computer won't switch even if they're forced to Struggle.
*** Even in Gen V AI trainers still switch out so rarely that for one to do so is an event in itself.
** Gen V has a Pokemon, Zoroark, that disguises itself to look like another Pokemon in your party, but it still has the same moveset and Dark typing. This masquerade is revealed if Zoroark is hit with an attack. [[The All-Seeing AI|Unlike with many games]], this affects how the AI plays, so when fighting a trainer using Psychic-type Pokemon, a Zoroark can disguise itself as a Poison-type Pokemon, and as Psychic is super-effective against Poison but fails against Dark, this caused the AI to continuously use Psychic-type moves against my Dark-type. The Zoroark's illusion was never broken, and it became impossible to lose.
* Dante in ''[[Devil May Cry]] 4'' is [[That One Boss]] for a lot of players and is considered a [[Perfect Play AI]]. One of the reasons for this is if you try to shoot him, he will knock your bullet away [[Shoot the Bullet|with a bullet of his own.]] However, while he's shooting your bullets, he's vulnerable to attack. Get him into a shooting match and you can make him eat your [[Red Right Hand|Devil Bringer]], even on the highest difficulty.
* All the robots in ''[[One Must Fall]]'' have strategies that the computer always seems to fall for. Perhaps the most mind-numbing one is to just keep using the Nova's crouching sweep kick. The computer never blocks it and will just walk into it over and over again. Likewise, the computer doesn't know how to dodge the Shadow Grab. And possibly the first one that every player learns is fierce low kick right off the start of the fight, which pretty much no computer opponent will ever stop.
** It also has serious problems with the Jaguar's overhead throw.
* In ''Major League Baseball'' for the NES, throwing a slow pitch would make the computer batter move toward the front of the batter's box. It was possible to throw a slow curve ball to the left that did not cross the front of the plate (so the computer batter wouldn't swing) but did catch the back of it (so it would be called a strike). Using this one pitch repeatedly, it's possible to pitch a perfect game of 81 consecutive strikes.
* The AI in ''[[Golden Axe]]'' doesn't take holes in the floor into account, which means it is easy to [http://epicgoldenaxe.ytmnd.com/ trick] any computer opponent from walking or jumping into the game's many [[Bottomless Pits]]. [[Speed Run|Speed Runs]]s rely on this.
* In ''[[Iji]]'' Komato Sentinel Proxima's AI has a few bugs in it, making it possible to trap it into a non-attacking infinite loop. The creator actually pointed this out in a Youtube video of how to beat it. It may have been intentional, given that Proxima is a robot in-game.
** The AI of a normally overpowered [[Boss in Mook Clothing|Komato Annihilator]] can be exploited to have it [[Hoist by His Own Petard|destroy itself with its enormous firepower]] in certain areas. If Iji jumps up onto a wall that the Annihilator cannot reach or break down and stays in front of the Annihilator, the AI's typical reaction would be to fire the Shocksplinter or Splintergun at Iji. This causes the weapon's explosions to rebound against the wall and back onto the Annihilator, dealing it [[Splash Damage]]. Have the AI repeat this several times trying to damage Iji, and eventually it will explode upon running out of health.
* The arcade classic ''[[Defender]]'' had the Mutant Reverse Line. The playing field is [[Wrap Around]], but the deadly mutant aliens never took advantage of this: Players crossing the threshold would cause any nearby attackers to scurry off in the opposite direction on the long way around. But given the game's [[Nintendo Hard|vicious difficulty level]], no one complained.
* Another arcade classic ''[[Robotron: 2084]]'' had the "Mikey bug." On the fifth level, there are about a dozen Mommy clones and one Mikey clone. The [[Body Snatcher|brain robots]] would all seek out Mikey and ignore the Mommy clones. If you could keep Mikey alive, and not rescue him, you could finish off most of the brains and then score a huge number of points picking up the Mommy clones. [http://www.youtube.com/watch?v=cwO0pXtBz2k Here's an example.]
Line 94 ⟶ 102:
** In Advance Wars II, the AI knows that infantry are important. So much so that if it has fewer than 3 infantry, it will always build more, regardless of its wealth or needs. Getting out some AA guns and slaughtering infantry every turn makes levels trivial, as the computer won't ever build tanks to oppose you.
* ''[[Star Wars Battlefront]] 2'''s AI is programmed to duck and roll if you throw a grenade at them. Good in theory, and works well in most cases. Just not on the Death Star. The map features [[No OSHA Compliance|railing-less walkways over bottomless pits]], and I'm pretty sure you can tell [[Driven to Suicide|where]] I'm going with this.
* One of the most common [['''AI Breaker]]''' tricks in a resource-gathering-and-management RTS is to starve the computer opponents of resources. They usually are not programmed to handle situations like that. At best, they stop trying to attack you directly and waste time throwing inadequate forces against your control points, trying to recapture a resource generator. At worst, they switch to turtling and never make another aggressive gesture.
** Sadly, this is probably the most reliable way in all of gaming to [[The Computer Is a Cheating Bastard|catch an AI cheating on no uncertain terms]] when it continues to produce a humble army again... and again... and again... and again, when it clearly didn't get enough resources for the first wave before you completely cut it off. This happens in ''way too many games.''
* In ''[[Heroes of Might and Magic]] IV'', during a siege, a defending AI would never send its melee units out to attack your troops unless you had knocked down the castle gate, making winning such sieges a trivially easy task of "shoot the shooters first".
Line 101 ⟶ 109:
* As evidenced by [http://www.youtube.com/watch?v=jUEuEmt3GN0 this series of 11 videos], The SA-X in ''[[Metroid]] Fusion'' isn't always the highly intelligent life-form that the galactic federation believes.
** In ''[[Metroid Prime]] 3'', the Screw Attack will kill Gandraya in 6 hits. Hilarious if you let her grab you, because when she disengages she is at the perfect Screw Attack distance. You can't hit Meta Ridley with this, because he will immediately stop his (time-consuming or vastly more dangerous) attack for an easily dodged [[Ground Pound]]. Saves time and health though.
* There's a well-known example in ''[[StarcraftStarCraft]]'': if you wall off a chokepoint with buildings that don't attack (generally Terran supply depots) and then put ranged attackers behind those buildings, the AI's Zerglings or Zealots will run around in front of the buildings looking for a nonexistent path while you shoot them to ribbons.
** There are two examples of this in Starcraft 2. First is that the AI will ALWAYS have an attack around 6 minutes. If you build up enough to defeat that early attack, you can simply macro up to take their base when their second (much smaller) attack comes.) Secondly, The AI can never respond to cheese (very early offensive tactics) which allows you to always win if you use those tactics.
* ''[[Twisted Metal]] 2'' is ''about'' this. Park on a rooftop where the enemies cannot get to you, avoid the occasional missile and wait while the enemies pile up down below and hit each other while fruitlessly spamming their weapons. The only level that ''cannot'' be beaten this way is (for this reason) by far the hardest. But it is fair: [[The AI Is a Cheating Bastard]] and if you attempt to fight honestly, you'll get blasted with an endless chain of freeze missiles with no hope for escape or get 20 special weapons in your face.
Line 107 ⟶ 115:
** [http://www.youtube.com/watch?v=NSKa_q_2XXA Why use mines when you can simply play hide and seek in one of the buildings?]
* ''NHL Stanley Cup'' for the Super Nintendo had a flaw where performing a full-power slapshot from one of the lines would cause the puck to fly over the opponent goalie's head directly into the goal, as being that far out made the goalie pull out.
* At least in the DS port of ''[[Disgaea: Hour of Darkness]]'', there is a simple, if time-consuming method to defeat some monsters, especially low movement ones like the zombie king in the Cave of Ordeals. If you end your turn with all of your units out of reach from most melee-based enemies, they'll sit there doing nothing like in ''[[The Elder Scrolls]]'' examples above. One powerful spear technique, Avalanche, deals a lot of damage and then sends you flying backwards quite a long way. You can then set up a chain throw to clear the spearman and everyone else out of there. So long as the monster behaves like this, you can run in and Avalanche to escape as long as you like, and the monster will be none the wiser. This doesn't always work because some monsters behave differently - it's probably not going to work on a fast monster, but it's really handy when it does, allowing you to handily defeat enemies you otherwise couldn't without [[Level Grinding]].
* In ''[[Dissidia Final Fantasy]]'', the AI can't dodge [[Final Fantasy XI|Shantotto's]] bio correctly, so it often ends up getting hit or dodging into either a stage hazard or another one of her attacks. The AI will just randomly spam dodges whenever one of her air spells is anywhere near them, unless bio is also near them at which point they don't dodge and get hit by both of them.
** Also, when you start charging an attack outside of their reach, the AI gets really confused and doesn't know what to do, even if it's not damaging. Strange enough, they look even more confused if it's not damaging: try ''EX-Charge'' with [[Final Fantasy XII|Gabranth]] a few meters away and [[Hilarity Ensues|look at that enemy running in small circles and blocking every other second]].
** Duodecim takes this even further with [[Final Fantasy X|Yuna's]] Mega Flare. Just watch as the pinned enemy eats a [[Beam Spam|face full of purple lasers]], unable to do a damned thing.
** Feral Chaos, normally an [[SNK Boss]]. It's not uncommon for him to wipe out almost your entire party. And yet, he falls easily enough against [[Final Fantasy IX|Kuja]], raining [[Death From Above|Ultima]] spells while gliding at the very top of the arena.
* The campaign missions in ''[[Warcraft]] II'' can often be dealt with by throwing your starting forces into suicide runs on the computer's transports (which the computer rarely if ever rebuilds) and/or town hall, buying all the time you need. [[Dungeon Bypass|Dungeon Bypasses]]es and the computer's inability to marshal distant forces when under attack help.
* Jousting quests in ''[[World of Warcraft]]: Wrath of the Lich King'' can be frustrating because the AI is always faster than you and has a shorter cooldown than you on all the moves. However, after a set period of time they will always, ''always'' turn and ride away, giving you ample opportunities to hit them in the back and charge them down.
** Also, you can spam the thrust attack to get a melee hit while charging. Best tactic is to hold on strong with thrust spamming, wait until he turns and runs, charge and thrust. While your charge takes you past him and winds down, turn around and spam the spear throw to get in that attack as well and get in close to repeat the cycle. The idea to charging first instead of throwing and then charging is that the latter often gives the AI time to charge before you, while the former denies this. Every cycle, your opponent can lose up to 2 shield charges, costing you a single one at most you can recover immediately.
Line 131 ⟶ 139:
** Guts Man is [http://www.youtube.com/watch?v=0o1RosfnTIk particularly good at this] in ''[[Mega Man Powered Up]]''.
** [[Rock Man 4 Minus Infinity]]: Using Recycle Inhaler to trap Snatchman in an E-Tank gives Rush back to you. You can use this to [[One-Hit Kill]] the boss with Rush Cannon.
* The AI in ''[[Command and& Conquer|Red Alert 2]]'' will always (and we mean always) fire their once-per-ten-minutes superweapon at the most expensive cluster of your units and buildings possible. Usually this means your War Factory, source of your main assault forces. But the Naval units you can build rack up the expenses pretty quickly as well, and superweapons do next to nothing to Naval production facilities. Cluster a bunch of Subs/Destroyers/Aircraft Carriers/Dreadnoughts around your Naval Yard, then have them scurry off when the Superweapon alarm goes off. The Superweapon lightly grazes the naval pen, and you lose nothing.
** The AI also targets whichever War Factory is set as your primary building (where the units come out). So you can build one away from your base and set it as the primary just before the AI fires the superweapon, drawing the fire.
** On campaign missions, the AI also build along a fixed base layout plan. Block the predefined location with a unit/building and the AI won't rebuild what was originally there. Also, AI units appear to be permanently stuck in Guard mode, meaning that they are very susceptible to luring via shooting them with artillery then retreating behind a wall of tanks. The AI will mindlessly charge the wall and get slaughtered.
* Invaders in ''[[Dwarf Fortress]]'' automatically [[The All-Seeing AI|take the shortest route to get into your fortress]], preferentially heading for unlocked doors and avoiding locked ones, even when they have creatures with them capable of bypassing said locked doors. Because of this, [[Video Game Cruelty Potential|it's quite possible]] to set up the entrance to your fortress with two doors with a long corridor full of weapon traps between them and constantly switch which of the two is locked, leaving the goblins marching back and forth through fields of + enormous steel corkscrews+ and * giant swinging iron axe blades* until [[Ludicrous Gibs|blood drips from the ceiling]].
** This can be exploited even more hilariously (if more complicated to set up) by having two rows of 1x1 retracting bridges that are all linked to the same lever in a way so that you have a checkered pattern of bridges that are retracted when the lever's down and drawbridges that are extended if the lever's down. The invaders need to move diagonally every step to get through there, but even if you switch which of the bridges are retracted and which aren't, there is still always a way. If you order a dwarf to repeatedly pull the lever, the goblins will happily march over the bridges until they suddenly vanish under their feet. Using drawbridges instead of retracting ones is less safe (because big creatures can keep the bridges from operating), but even ''more'' hilarious because it flings the goblins!
** The[[Fright Deathtrap|Dodge traps]]: the AI will also dodge attacks without taking into account what it's dodging into and what's it dodging away from. Construct a narrow bridge over a deep pit and cover it with crappy wooden extending/retracting spikes, and even the toughest of (non-flying) enemies will dodge right off the edge and start falling. Nothing in the game is immune to fall damage.
** AI units do not react to enemies they haven't seen, including ones in hiding, even if they're attacked by them (though they will attempt to dodge or block those attacks). Units in hiding will also ''never'' be found out by another unit outside a 7x7 box of tiles one is in the center of. Thus, in Adventure Mode, you can stand as little as four tiles away from an enemy and remain in hiding while shooting bolts and throwing rocks at them until they die. The only time this ''doesn't'' work is dark places where you can't see enemies without getting close enough for them to spot you.
** The effects of the Building Destroyer ability are also exploitable-: a creature with Building Destroyer level 2 is not only capable of battering down doors and destroying levers and various types of buildings, it actually prefers destroying buildings to doing anything else, including attacking your soldiers unless it's defending itself. If one of your soldiers interrupts a troll in the process of battering down a door, for example, the troll will beat the soldier into unconsciousness or immobility, then leave him or her lying there and return to beating on the door. Building destroyers will also happily stand on top of traps and get stabbed repeatedly, if it gets them close to a destroyable building. Capturing many building destroyer creatures is as simple as putting[http://dwarffortresswiki.org/index.php/Trap_design#Bait_furniture leaving a Door to Nowhere in the middle of a ring of cage traps]. What's even better, they always do it using melee attacks, never special attacks like fireballs or spray of flesh-melting contagions.
*** [[Incredibly Lame Pun|Building]] on this, artifacts are indestructible. Put an artifact door, floodgate, hatch cover, or grate near your entrance, put up a marksdwarf post (with fortifications, of course), and prepare to turn any invading building destroyers and any goblins riding them into pincushions. Alternatively, put it in the caverns so you don't have to deal with forgotten beasts.
*** Even those that don't set off traps can be made to activate traps indirectly. They are not bothered by what's on the other side, even if a door is a little warm... and doors hold the liquids to the last - [http://dwarffortresswiki.org/index.php/Trap_design#Building_destroyer_and_trapavoid_traps some setups] let a building destroyer creature hammer on until the door is gone and [[Pressure Plate]] closes the exit while knee-deep spill of magma fries everything in the room, or water flushes the unfortunate off the ledge, etc. Undead and non-organic building destroyers "gain the ability to destroy wooden supports, which generally [[Collapsing Lair|ends poorly for the creature]]", as DF wiki put it.
* In ''[[Mass Effect]] 2'', most enemies will tend to [[Gang Up on the Human]] and give very low priority to NPC squadmates, allowing the player to take cover and draw fire while his/her allies kill the enemies. In fact some enemies like the Praetorians ''never shoot at allies at all''.
** Perhaps justified, as Harbinger is specifically trying to kill Shepard.
Line 146 ⟶ 155:
* In ''[[Zelda II: The Adventure of Link|Zelda II the Adventure of Link]]'', the end boss is among the [[Nintendo Hard|hardest]] bosses in the NES era... unless you stand on the far left, duck, and just sit there stabbing over and over. The boss AI will repeatedly walk right into your sword, leading to an easy victory. Due to the difficulty of the fight otherwise, very few people even try to do it "right".
** In ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'', the Water Temple boss [[Murder Water|Morpha]] can be easily beaten by simply standing in a corner between the [[Spikes of Doom|wall spikes]], and waiting for it to [[Combat Tentacles|reach out to attack you.]] Turns out it just barely misses, with enough room to [[Grappling Hook Pistol|shoot your Longshot]] at the nucleus inside it, trap it in the corner, and hack away until the boss is dead.
* In the [[Microprose]] ''[[Magic: The Gathering]]'' game, the AI isn't very smart in itself, but it at least seems to understand the game, until you use [https://web.archive.org/web/20131020102400/http://www.cardkingdom.com/catalog/item/13018 Black Vise] and then the computer will do whatever it takes to reduce its own hand, even if the move itself is worse than just taking the damage or even if there's an obvious, obviously better move (using a card to kill his own creatures when he can kill yours, for example), and even if it's well below the four-card safe range.
* In the ''Naruto Ultimate Ninja Heroes'' games for PSP, the recommended tactic is to use the backwards doubletap, tricking the AI to rush forward to catch up to you, during which is he vulnerable to a forward doubletap rush leading into a combo he will be unable to counter out of. Rinse and repeat through the insane difficulty story mode.
* ''[[Pac-Man]]'' is completely deterministic - if you make the same moves on a given level, the ghosts will always respond the same way - allowing players to develop and memorize patterns guaranteed to clear a level if executed correctly. [http://www.youtube.com/watch?v=dZWAEMvRR48 Here's the particularly show-off-y "Donut Dazzler" pattern.] ''Ms. Pac Man'' simply randomized the ghosts for the first 7 seconds to avoid this.
* The first ''[[Command and& Conquer]]'' was full of these.
** Attacking an enemy harvester would always make the AI empty its base to defend the harvester with everything it had.
** Building a wall of sandbags or other barriers allowed the player to completely trap the AI in its base. It never intentionally tries to destroy them.
** The AI would rebuild its bases according to the predetermined layouts if any of it was destroyed, and it would ALWAYS replace lost buildings if it had the financial capability to do so, allowing the player to drain their funds easily if a vulnerable building could be found to continuously whale on (and the AI would always spend money to repair damaged buildings). The final mission of the GDI campaign actually seems to be designed to allow the player to exploit this; a large group of Nod [[Green Rocks|tiberium]] silos is concentrated outside of the main base, allowing the player to continuously capture them (stealing the money inside), sell the silos and transfer the stored tiberium to their own storage facilities, and then the AI would then rebuild them and fill them up to be captured again. On the flip side, another GDI final mission has the AI suddenly start building near a tiberium field, making the AI rather dangerous.
** The AI scanned for targets starting from the top left of the screen, possibly assuming that was where your construction yard was. This meant that you could defend against airstrikes by putting a minigunner northwest of your base. This was much more cost-effective than building multiple SAM sites to destroy the planes, which had no rebuild cost. It also meant that you could potentially stop your base from ever being attacked, simply by diverting the AI away from it.
** Similarly, with Engineers the AI always tried to take over your Tiberium silos. Even if it has to walk past your Construction Yard or other valueable buildings, not to mention other units eager to shoot them, to get there. When you don't have silos, it may send Engineers into defense structures, which can't be taken over. (You as the player cannot give such an order; when the computer does it, the engineers just disappear into the building which remains unaffected.)
* In the novel ''[[The Avatar Chronicles|Epic]]'' by Conor Kostick, about a world-spanning government based on an MMORPG, this is a plot point, when the main character figures out that an extremely lethal dragon can be defeated by multiple people attacking it one at a time. The dragon goes after whoever deals the most damage, so by getting a group of people together to shoot the dragon one at a time with arrows, they manage to kill the dragon, an almost unheard-of feat.
* In ''[[King's Quest: Mask of Eternity|King's Quest Mask of Eternity]]'', if you shoot at the [[Dem Bones|skeleton archers]] from a very large distance, they will never shoot back. It's not just that you're outside their range of fire--itfire—it will never occur to them to move closer so that they can shoot you. In the Underground Realm of the Gnomes, you can shoot the immobile [[Our Demons Are Different|rock demons]] from around a corner if you're very careful. If you stand just right, the stones they throw at you will crash against the wall.
* The last boss for Knuckles in ''[[Sonic 3 and Knuckles|Sonic And Knuckles]]'', Super Metal Sonic, has a lot of fast, hard to dodge attacks, often where hes invincible during them and can whizz around the screen. He also has an extremely slow, easy to dodge attack that leaves him completely vulnerable. And he'll keep using that one instead of his annoying attacks if you stand still in the right place.
* In ''[[Defense Grid]]'', on some maps, towers can be used to force the flow of enemies along a particular path. You still must provide a path for them to get through, otherwise they just run through your towers. However, if you constantly change the path, by purchasing and destroying towers, you can keep the flow of enemies in a single area, thus giving your towers plenty of time to kill them off. It does make some of the most interesting and rewarding maps dull and boring, however.
Line 181 ⟶ 190:
* Up until NHL 2001, the goalie AI was so slow at poke checking, skating in front of the goalie would cause it to attempt a poke check with the player free to shoot on an empty net.
* ''[[Ghostbusters the Video Game]]'' has a particularly frustrating scene where you must use your capture stream to throw [[Demonic Spiders|possessed stone angel statues]] into a magical gate. This is a very difficult task as the angels are fast and have a powerful attack, while the capture stream slam is very hard to aim well. But, if you stand right in front of the gate and strafe left and right, the angels will crash into it while trying to charge you and complete it for you.
* [[Massively Multiplayer Online Role Playing Game|MMOs]] in general, just by their very nature of (nearly) anything being possible, often have issues with this - as they have to make the AI fluid enough to allow players to use different strategies, while smart enough to prevent exploits. Since players tend to come up with solutions that the developers haven't thought of - this leads to more exploits than in other games.
** In one of the early Elf quests of the Epic Story line, in ''[[The Lord of the Rings Online]]'', you're charged with rescuing an elf, where you have to carefully navigate through a fortress city, avoiding patrols (which will spawn more mobs) until you reach the ship the elf is held captive on. However, this part can be easily breezed past by simply making a bee-line to the ship, jumping the side rail, and standing behind it. All the mobs that aggroed and spawned will be stuck on the railing, failing to path to the part with no railing, and instead, trying to rush directly at you. At this point, you can just pick each of them off at your leisure with any ranged skill you have - before advancing the quest by talking to the elf.
* The [[Final Boss]] of ''The Twisted Tales of Spike [[Mc Fang]]'' can be manipulated into getting stuck at the side of the throne on the top of the arena while the player stands on the other side of the throne throwing boomerang hats and easily dodging his very powerful attacks.
* Melee combat in ''[[Rondo of Swords]]'' is based around the [[Foe-Tossing Charge]], so enemy melee units typically don't move until you're close enough that they can charge you. However, they can't end their turn in an occupied square, and they can't double back on their own path. If you put a unit just close enough that they should be able to charge it, then put three more units in the three adjacent squares they'd charge past your nearest unit to reach, they'll get confused and move to the one open square adjacent to your nearest unit--whichunit—which not only prevents them from damaging that unit, but allows your four nearby units to gang up on them on the following turn. (Note that this does not apply if the enemy unit has a significantly shorter movement range than your nearest unit--theyunit—they'll try to flee instead.)
* ''[[Minecraft]]'', for a long time, had enemy AI be very simplistic. If a monster was chasing you, all you had to do was stand in front of a pool of lava and watch the mobs walk straight into it. The AI was coded to walk in a straight path to the player when they spotted them, regardless if there was a lava pit or a cliff in the way. The update to 1.2 enhances the AI to have better path finding so if the player is being chased by a zombie for example, the zombie will attempt to look for alternative paths to the player as long as it doesn't hurt itself. Skeletons were also made smarter by rushing at the player and flanking them should the player hide by a corner of a wall. Enemy mobs can also see through glass and will try to get to the player if they see them through the glass, whereas in the past, glass acted like solid blocks for mobs, thus they couldn't see through it.
** Endermen also have an exploit in their AI that can be abused if used right. Endermen take damage from water and if an Endermen is hostile towards you, exposing it to water will cause it to be neutral and stop attacking you.
* ''[[Terraria]]'' has a similar pathfinding problem. Enemies only know how to reach you in a straight line, meaning a simple thin lava pit on either side of a house means infinite money as the enemies stroll in and immolate themselves. On the flip side, this will usually destroy loot in the underground areas where the lava is too deep. Enemies are also too stupid to walk around an obstacle when you're above them, since they only target you by the y-axis. This allows to effectively lock some enemies on a higher level of blocks (which you can often build on the fly if hotkeyed) while attacking others.
* ''[[Final Fantasy Tactics]]'' has a few of these, but they're rare or situational enough that it's generally easier to either get better at the game, or level grind. However, players engaging in [[Challenge Run|challenge runs]] need every advantage they can get, and there are a number of well known tricks for various bosses. The most notable of all, however, is known as the Loss Strategy. Loss in an ability possessed by numerous bosses (in particular, the hardest ones) that can inflict the confusion status with 100% success rate. A confused unit will run around the battle field using random abilities at random targets. The AI is hard-wired to never break confusion unless it knows it can kill the target in two hits. Normally, this is not a problem, but in a solo challenge, when the player is confused and the boss cannot kill him quickly, the boss either does nothing, or uses mostly harmless spells that can't actually kill the player. With no allies to attack the confused character can only attack the boss. This means that many otherwise strategy intensive boss fights end up reduced to 'get confused with enough HP, enjoy a drink while the random AI slowly kills the boss'.
* ''[[Left 4 Dead]]'' and its sequel has some parts of the map where the zombies somehow become blind to your presence, even if they are within arms reach of you. Due to bugs or just faulty AI navigation, being in certain places causes the zombies to act like they cannot reach you anymore. Similarly, Tanks can suffer the same problem and they will die after some time since it's programed to suicide if it cannot see or reach the survivors after some time has passed.
* In ''[[X-COM]]: Enemy Unknown'' as soon as one alien sees one of your soldiers, their Ethereals and/or high-ranking Sectoids can make psionic attacks [[The All-Seeing AI|on any of your soldiers]]. They also know who has the least resistance and always target the weakest non-mindcontrolled soldier first. Which, of course, means that if you equip a bunch of your most weak-willed soldiers without damage-dealing weapons (they can still be somewhat useful when not being puppets, carrying medi-kits, mind probes, flares, smoke grenades, even heavy ammo for others) and keep them where armed ones won't make reaction-shots on them, mind control is but a nuisance.
* In ''[[Star Control]]'' melee, if you are too far, the enemy ship will move either toward you or from you depending on how it can reach you faster, thanks to the [[Wrap Around]] map. If you are on the other end of a battle map, you can make it turn back and forth: when your ship turns and accelerates after it, the enemy will stop "pursuit", turn and accelerates to "intercept" you instead, even if you are already turning... Rinse and repeat, and you can keep away from a ''faster'' ship this way - sometimes indefinitely. While shooting at it, if you have an extra-long-range weapon. Also, one benefit of slingshot maneuver is that velocity above the ship's nominal noticeably messes with enemy aiming.
* ''[[Globulation]] 2'' has the Warriors attack any enemy building they meet, thus a Defense Tower is best complemented not by one line of protective walls, but by corridors of walls about its range in length - this slows down and softens up an invasion.
 
{{reflist}}
[[Category:Videogame Culture]]
[[Category:AI Breaker]]
[[Category:Error Index]]