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The All-Seeing AI: Difference between revisions

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* ''[[Driver]]'' and ''[[Grand Theft Auto]]'' frequently feature opponents who always know where you are, no matter how fast you run or how many times you change cars.
** In the President's Run, the cops know your position from the very start.
* In ''[[Super Smash Bros.]] Melee'' and ''Brawl'', no [[Interface Screw]] in the world is going to deter the AI.
** When Togepi appears and performs Night Shade, the screen goes ''completely'' black. You can't see what the hell you are doing, but the AI knows ''exactly'' where you are in the darkness, making this Pokemon move more of a hindrance.
** Also, when the Nintendog appears, nothing happens to the AIs.
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** Actually, many a human player will do this as well- Items make a faint but distinct sound when they appear, and many an item-happy Smash player will find themselves abandoning a losing battle to try and grab the ray gun that just showed up in an attempt to get an edge on their opponent. Unfortunately, this has the unfortunate side-effect of causing the player to think they've heard an item appear, run off to get it... and find nothing. This isn't helped by the fact that many round items (Or even square ones like crates) have a habit of rolling off inclined surfaces before the player reaches them, leaving said player to question their sanity while getting KO'd with a well placed Smash attack.
** Items such as crates and barrels can randomly explode in your face. Don't expect to ever see a CPU grab an explosive one.
* The ''[[Command and& Conquer]]: Red Alert'' series feature Gap Generators, structures which create a permanent shroud above itself, effectively hiding anything that is covered by its radius of effect. It is somewhat effective in multiplayer for long games, because it can hide units and structures, forcing your opponents to guess what sort of attack to send your way. However, it's completely useless against AI opponents, which are omniscient and can target any specific unit or structure, even ones that it isn't supposed to see. To be fair, the AI still won't be able to send any standard aircraft to attack units/structures within the Gap Generator's field of effect. Special Weapons utilising aircraft (Paratroopers, Spy Plane, Parabombs), however, can and will be used by the AI when possible.
** The whole "Stealth is useless in single player" theme is continued in ''Zero Hour'' and ''Tiberium Wars''. Nothing, up to and including cloaking your ''entire'' base and any units, will stop the enemy from finding them. Sure your army may be stealthed, but without even any stealth detection units (normally required to be able to fire upon stealth), the AI will blow your men to pieces in skirmish mode.
** ''Tiberian Sun'' also cheats in skirmish mode. No matter the difficulty, the AI knows exactly where your Construction Yard is, even if you moved it halfway across the map prior to deploying it, so long as they have seen ''any'' of your ''units''. Even a lowly Scout Bike.
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*** Oddly sometimes units will follow stealth units around..and then stand next to them, not attacking but frustrating your efforts to use those units.
* Averted in all Cry-Engine games (''[[Far Cry]]'', ''[[Crysis (series)|Crysis]]'', and ''Crysis 2''), where enemies can't see you through foliage. This isn't as prominent in ''Crysis'' since you have a cloaking device, but in ''Far Cry'' it's your primary means of stealth.
* ''[[Far Cry]] 2'' averts this, if the player quickly runs away from a gunfight and slips off in another direction, the AI will presume he's still in the last known location and maintain suppressing fire.
** Also played straight in that once one bad guy has spotted the player, every goon in the area ''instantly'' knows exactly where he is and can fire with pinpoint accuracy even when the player is crouched in head-high grass he himself is unable to see through. Darkness also seems little hindrance.
*** Played straight in the original as well where enemies would come from miles away and zero in on your position.
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* Inverted in ''[[Mario Kart]] Wii'', with the view-obscuring Blooper Ink interface screw. For regular players, it makes it hard to see what's up ahead of you, but certainly not hard to see where the track is. For computer-controlled players, however, expect to see extreme amounts of off-course racing when it happens!
** Likewise in ''[[Mario Kart]] DS''.
*** Further inverted in DS once you realize that you could just switch to the bottom screen for the short time that the Ink is effecting you.
** Also in ''Sonic & SEGA All-Stars Racing''(With Banjo-Kazooie), the Pocket Rainbow, which works like the Banana Peel of Mario Kart, but instead, acts like a Gooper Blooper. This is also inverted by the Shooting Star, which makes the player's screen upside-down.
* Also averted in ''[[Left 4 Dead]]''. When AI-controlled Survivors are vomited on by the Boomer, they will stand in place and flail helplessly at the air with their melee attack for several seconds. Ironically, they are ''worse'' than human players in this instance.
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** Perhaps as a nod to this, one of the most frequently used Glitch powers is a scanner pinpointing the exact location of the user (i.e: the human player) and his progress.
* In ''[[Fire Emblem]]'' games, (6 to 10), on fog of war maps the enemies will know where you are. Always. What makes this even more frustrating is the fact that if the player runs into an enemy (in a space they cannot see) the character that was moving cannot perform any other actions for that turn. Enemies can charge right into your characters and attack anyway, crossing this into [[My Rules Are Not Your Rules]].
* In [[STALKER]]: Shadow of Chernobyl, once you blow your stealth, all nearby enemies will know where you are. Fortunately, this is fixed in just about every [[Game Mod|mod]] out there, except for Oblivion Lost, when the AI get [[Improbable Aiming Skills|incredible aim]], and can see you from a hundred meters away in pitch darkness.
** Though it is somewhat averted, seeing how if you open fire on a group of enemies, but flank around, for example, the building that the they are in and enter through the back, they'll still be scrambling around near the front, trying to find you. In fact, when facing multiple enemies in close quarters, using this tactic is practically a requirement.
* In ''[[Unreal Tournament]]'', [[A Is]] know when and where double damage and other valuable powerups spawn and will go for them immediately. In certain matches, this effectively means that you're forced into a metagame that revolves around continually monitoring those spots unless you enjoy facing enemies with a constant advantage on you. Good players often behave this way, too, which the AI is presumably designed to mimic.
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