Jump to content

The All-Seeing AI: Difference between revisions

m
Mass update links
prefix>Import Bot
(Import from TV Tropes TVT:Main.TheAllSeeingAI 2012-07-01, editor history TVTH:Main.TheAllSeeingAI, CC-BY-SA 3.0 Unported license)
 
m (Mass update links)
Line 13:
 
A semi-subtrope of [[The Computer Is a Cheating Bastard]], although it is worth noting that this isn't ''strictly'' cheating, as the AI doesn't bend the game mechanics as such. Not to be mistaken with [[Big Brother Is Watching]], even if it is analogous (with the AI filling the role of Big Brother).
{{examples|Examples:}}
* ''[[Advance Wars]]'' AI is often unaffected by [[Fog of War]]: they still can't target something they "can't see" and don't factor in the health of enemy units out of their supposed vision (making it effectively the same as not knowing it), but still know where every unit is.
** This was finally fixed in ''Dual Strike'' and ''Days of Ruin''.
Line 57:
** Also, the dwarfs always know the shortest route, even if they've never been where you tell them to go. They can't see an ambushing enemy that hasn't been spotted, but once it's spotted every dwarf will know where it is from then on.
** Interestingly averted by humans. Goblin soldiers will gladly blunder into your traps time and time again. Piss off the humans, though, and their soldiers will remember and avoid every trap their merchants or diplomats saw.
* In the ''[[Rainbow Six]]'' series, once you make a noise with an unsilenced weapon or a stray bullet ricocheting, the tangos in the area will all know your position, although they can't see you yet. And when they do see you, even if you peek around a corner, they will almost always get an instant [[One -Hit Kill]].
* If you kill a baby or eat an egg in [[Spore]], the ''entire'' species ''[[Attack Attack Attack|will]]'' [[This Is Unforgivable!|know.]] Always.
* An example that can be turned to the player's advantage; if you give any party members a "Foe: <Element>-weak" gambit in [[Final Fantasy XII]], your allies will always know when the enemy is weak to that element, even if the enemy has immunity from the Libra effect (that reveals weaknesses).
** Inverted in ''[[Final Fantasy Tactics a 2]]'': the player can see enemies' reaction abilities, but the AI can't. This leads to the AI wasting turns by doing things like using normal attacks on units whose reaction ability makes them always dodge normal attacks.
Line 66:
** The second type was also a nightmare for Masterminds before the introduction of Bodyguard - the hostile mobs would zero in on the vulnerable player and ignore the expendable pets.
* Anyone who's played a [[Trap Master|Sram]] in ''[[Dofus (Video Game)|Dofus]]'' knows that this applies. Enemies can see ''everything'' you do, and can even track (and sometimes attack) you when you're invisible.
** This is subverted now. Instead of knowing where you or your traps are, the A.I. makes an educated guess on where you are when invisible. Turning invisible, and then using 1 movement point, it will know you are on one of the squares right next to your former location, and have to make a guess based on that, just like any human player would. The same applies to Traps, as they too are invisible, only here they generally fail at guessing, and always assume you placed the trap in a perfectly linear path in the direction you are facing (Which you don't nessesarily have to). Oddly enough, even in high-tier [[Pv P]], the players are generally less intelligent than the A.I.'s anyway, as most Self-proclaimed "[["Stop Having Fun!" Guys|Pros]]" Generally assume [[Lowest Common Denominator|everyone are predictable idiots]].
* ''[[Team Fortress 2 (Video Game)|Team Fortress 2]]'' developers recently released a [http://www.teamfortress.com/post.php?id=3279 beta for bots] which attempt to avert this, by having them simulate what a human would realistically see and hear in a match, instead of relying of server side data. And it kinda works. The bots won't open fire until they see you, but they will always hit you, and while they can see through a Spy's disguise they won't attack one until the disguise is dropped.
* In [[Battle for Wesnoth]], subjecting the AI to [[Fog of War]] is not yet implemented. This is probably why the single-player campaigns don't use [[Fog of War]] most of the time.
Line 110:
** In ''[[Operation Flashpoint]]'', this trope is inverted for the effect "the AI sees perfectly through the night". Any AI soldier (except those wearing [[Night Vision Goggles]]) has his aiming and vision capacity very handicaped in night time... even when standing in a well-lit town or under a clear and starry sky (where a human player will see a lot better ''without'' [[Night Vision Goggles]]).
* ''[[Battlefield Bad Company (Video Game)|Battlefield Bad Company]] 2'' has this as a moderate problem in the campaign. Any time there is something obstructing your view, it is basically non-existent to the AI. Dust? They see right through it. Snow? Fat chance that'll slow their snipers down. A SOLID CONCRETE WALL!? Haha, they know exactly where you are at ALL times, and if you try to hide there and regenerate your health they'll immediately pull out an RPG and ''break the wall down''. This makes certain sections FAR more difficult than they should be.
* A video-yet-not-video game example comes from ''[[Re Boot]]''. Whenever put into a game, Bob is able to use [[Do -Anything Robot|Glitch]] to scan the game and tell him every facet of the game he otherwise should not know. In short short, Bob (the computer) is a cheating bastard.
** 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]].
Cookies help us deliver our services. By using our services, you agree to our use of cookies.