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{{trope}}
{{quote|<nowiki><Patrician|Away></nowiki> what does your robot do, sam
<nowiki><bovril></nowiki> it collects data about the surrounding environment, then discards it and drives into walls|'''[[bash.org]] quote [http://bash.org/?240849 #240849]'''}}
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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.
* [[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
* 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
Differs from [[AI Roulette]] because AI Roulette chooses moves randomly.
[[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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The [[Escort Mission]] is often a variety of this.
The opposite of
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
{{examples on subpages}}
{{reflist}}
[[Category:{{PAGENAME}}]]
[[Category:Error Index]]
[[Category:Fake Difficulty]]
[[Category:Older Than the NES]]
[[Category:Stupidity Tropes]]
[[Category:Video Game Difficulty Tropes]]
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