Follow TV Tropes

Following

History ArtificialStupidity / OtherGames

Go To

OR

Added: 61

Changed: 432

Removed: 21585

Is there an issue? Send a MessageReason:
None


[[index]]
* [[ArtificialStupidity/YuGiOh Yu-Gi-Oh!]]
[[/index]]



* Video games for ''Franchise/YuGiOh'' have a particularly poor track record in this area. While some of the games' idiotic moves can be justified by the fact that the AI couldn't possibly know the identity of your facedown cards, and that the kind of analysis that would allow a player to even make the right guesses can be really difficult even for human players, some of the cases are a little more obviously ArtificialStupidity.
** In some games the AI will use an effect that requires paying life points when they have ''that exact amount of life points left.'' For example: AI has 800 life points, AI plays Premature Burial, AI pays 800 life points to use Premature Burial, AI immediately loses.
** Then you have Mokuba, for whom this trope is invoked ''intentionally''. [[WebVideo/YuGiOhTheAbridgedSeries What a digital dummy!]] To give you the idea of how dumb he is, his second strongest monster is [[PromotionalPowerlessPieceOfGarbage Kanan The Swordmistress]], a normal monster with 1400 ATK and 1400 DEF. He summons none of his monsters in defense mode, letting you just keep knocking them down. His entire strategy is to draw ''one'' monster, Cyber Stein, which has the ability to summon a fusion monster. This is the only way you can lose to him, because if he manage to do this, he'll summon ''Blue-Eyes Ultimate Dragon''. Which he will gleefully prompt to crash and burn into your obvious Mirror Force/Sakuretsu Armor/Maneater Bug/Penguin Soldier/etc. Or even worse, into your more obvious Magic Cylinder, which will cause him to ''kill himself'' without fail[[note]]Activating Cyber Stein costs 5000 life points. Magic Cylinder causes an attack by your opponent's monster to be cancelled and the ATK of the monster to be subtracted from his life points. BEUD has 4500 ATK. A normal match has a player begin with 8000 life points[[/note]].
** In many of the earlier games, such as ''Eternal Duelist Soul'', at harder levels, the AI essentially knew the ATK and DEF of any of your facedown monsters, and would make its decisions whether or not to attack based on that. Some of the "good" duelists like Yami Yugi go at you with cards that technically can destroy yours in battle...and then leaves them right open to a strong counterattack when the player is able to capitalize on the fact that they left a monster with 1000-1100 ATK in attack mode at the end of their turn. AttackAttackAttack meets ArtificialStupidity here.
** The AI in ''Tag Force 2'' is considered one of the worst examples of this in a ''Yu-Gi-Oh'' game, to the point where it seems like the game [[TheComputerIsACheatingBastard is actively trying to sabotage your efforts]] when you play a tag duel. A clear example came from a ''Tag Force 4'' ([[https://youtu.be/PshGl7E2NG0?t=1m48s video here)]], when the AI used [[http://yugioh.wikia.com/wiki/Prideful_Roar Prideful Roar]] against [[http://yugioh.wikia.com/wiki/Clear_Vice_Dragon Clear Vice Dragon]]. For the unaware: Prideful Roar pays LP to increase a Monster's ATK to be slightly higher than its target's, but Clear Vice Dragon's ATK is always double that of its attack target ...so it increases again when Prideful Roar activates. The AI paid 2800 Life, took more than double that in damage, and promptly lost.
** The AI in general seems to have trouble with Monsters that can increase or lower ATK. For instance, say you've got Psychic Commander, a 1400 ATK monster that can lower the ATK of Monsters it battles, and the AI has Mystic Tomato, which has equal ATK and can Summon a weak Dark monster when destroyed. The AI is programmed to ram "searchers" into Monsters with equal ATK, so the AI will attempt to ram Mystic Tomato into Psychic Commander, then when that doesn't work, it'll Summon another Tomato from its Deck and do the exact same thing. It will repeat the process until it runs out of Tomatoes. One of the most infamous cases of Tag Force partner stupidity was [[https://youtu.be/yMVXUq0xNKs?t=9m2s this video.]] In a nutshell: The opponent, Para, had Suijin on the field. Suijin can, once per Duel, reduce the ATK of an attacking Monster to 0, so if you try attacking it, you'll lose your Monster and take a ton of damage in the process. Three guesses what the partner, Bastion, did, and the first two don't count. And Bastion is supposed to be TheSmartGuy...
** ''Tag Force Special'' is the first game to feature Pendulum Summoning, and the AI simply ''does not know'' how to handle it. Yuya is by far the worst in this regard, with a near-insane aversion to putting his Pendulum Magicians in their proper spots and a refusal to use Entermate Wizard's effect. On top of this, the AI is set to always perform a strategy when possible, even when it's not a good idea. Pegasus is the most obvious offender, as [[https://www.youtube.com/watch?v=HMVAz3ohz10 this Duel]] shows. And even when they do have a workable strategy, they often don't use it; Kaiba will often Summon Kaibaman in ATK and then do nothing with it, even when he has a Blue-Eyes right there in his hand.
** ''Tag Force Special'' also reveals a rather large bug in the game's AI, since one of the {{Starter Villain}}s from ''Anime/YuGiOhArcV'', Eita, uses Ordeal of a Traveler. It makes your opponent guess the type of card in your hand whenever they try to attack, and if they fail to guess, their attacking monster gets bounced. The main trick with the card is remembering the cards in your opponent's hand... something that the AI simply does not do. Even when Eita has one card in his hand, he's revealed it to be a monster four times, and he hasn't played any other cards, your tag partner will continue to rush in, guess "Spell Card!", and get all your cards bounced.
** In ''VideoGame/YuGiOhDarkDuelStories'', the AIs have a bad habit of offering high-ATK monsters as tributes to summon something of the same strength or even weaker, example: Offering "Jirai Gumo"(2200ATK/100DEF) as a tribute to Tribute Summon "Catapult Turtle" (1000ATK/2000DEF). The AI also likes to use monsters who have lower ATK than DEF to attack, as long as the ATK is at least half the DEF. Sometimes, Yami Yugi will use "Megamorph" (which acts like a universal Equip card, increasing a monster's ATK and DEF by 500) on Mystical Elf just so that he can attack... with 1300 ATK.
** There's also its inability to judge the worth of cards in its hands, meaning that it discards randomly whenever an effect makes them do so, which can often make them cripple their entire strategy by eliminating their most important card. To wit: The AI has three cards, which consist of a weak monster, a strong monster whose level is too high to be summoned, and a spell which makes the user discard a card but would let him summon the stronger monster. The AI will, 50% of the time, activate the spell, discard the stronger monster, and then summon the weaker monster which wouldn't need the spell in the first place.
** ''Anime/YuGiOh5Ds'''s Duel Transer/Master of the Cards is also not immune. The AI Computer opponent you have unlocked initially has a few decks that are easy to overcome, but for some reason it likes to set off a combo of Waboku and Hallowed Life Barrier. Waboku stops you taking damage that turn and stops your monsters from being killed, Hallowed Life Barrier is basically the same, except you need to discard a card to activate it, and all it does is nullify battle and effect damage, not protect monsters.
** The AI is incapable of deciding whether or not using particular traps is a good idea or not. If your opponent has Torrential Tribute set (a trap which wipes all monsters on the field when activated), they'll use it even if the monster they already have on the field is stronger than the one you just summoned (of course if you're doing this, they might foresee your equipping it with something). Then again, they'll often wipe the whole field even if they have a ''much'' stronger monster out. Opponents using Torrential Tribute to destroy the whole field when they have a 2500+ ATK ritual monster out when all you did was summon a relatively weak monster is common enough to count as a strategy to get rid of their monsters.
*** Not to mention that they will tribute summon their powerful monster, and then play Torrential Tribute, wiping out everything. Also done with Dark Hole.
** Despite being the main character, Yugi will often make the baffling decision to keep summoning Sinister Serpent, an effect monster with 300 ATK and 250 DEF. It's effect is to keep showing up in his hand if it's destroyed. Good if you plan on sacrificing it, but he never does this. He keeps it out until you vaporize it with a much stronger monster, and then keep summoning it just because.
** Total Defense Shogun is particularly weak in the hands of the AI. It has 1550 ATK, 2500 DEF, and ''it can attack while in defense mode''. Whenever they play/use/control one however, they will always switch it to attack mode. So, basically, the AI weakens the monster by 950 points, AND opens themselves up to Life Point damage voluntarily.
** The AI will sometimes use Premature Burial or Call of the Haunted to summon Gearfried the Iron Knight. Either of those cards can be used to summon a monster from the Graveyard, but the card is then equipped to the monster; if the card is destroyed, so is the monster it summoned. Gearfried destroys any card that is equipped to it automatically. Yeah... Even more humorous because Premature Burial costs 800 life points to use.
** The AI has also been known to do things like take control of your monster using a card like Change Of Heart, which takes yours for one turn, but then boost its stats with a permanent equip spell. So at the end of your turn, you get your monster back, only the AI has actually helped you. Similarly, it's a common player strategy to SuicideAttack a weaker Monster into a stronger one, because the weaker Monster has an effect that activates in the Graveyard (see: Sangan, Mystic Tomato). The AI will do this with Monsters they've taken control of, even though cards revert to their owner's control in the Graveyard - so if an AI attacks with a stolen Sangan, it goes back to your Graveyard and YOU get the effect while they take damage. Thanks, buddy!
** In ''VideoGame/YuGiOhDungeonDiceMonsters'', any character not found in the anime will just summon around their Heart Points and will eventually use up all their summons. They will then be unable to do anything, allowing you to have as many rolls as you need to summon anything. The Exodia pieces can be summoned this way, and by summoning them all, you get an instant win, and the AI is powerless to stop you. You can beat ''anyone'' in the game with an equally inane strategy. There are summonable "items" in the game which take the form of chests. Only the summoner knows what's in the chest, and it activates when a monster passes over it. The AI will ''never'' run over your chests, in the expectation that it might be a trap (and, to be fair, it might). However, it is possible, by spamming cheap summons, to block your opponent so that the only path to your heart points is through the chest. At which point, the AI will helpfully sit around, waiting for you to kill them. Also, the AI will never attack your monsters unless it can one-shot-kill the monster, ''and usually not even then.'' The AI will never use its own items even if they're beneficial, so you can use their items to power up your monsters or even ''revive your destroyed monsters.'' The AI will never use its monsters' special effects (the sole exception being Orgoth the Relentless) even if they have the crests to do so. You can be ''right next to the enemy's Die Master'' getting ready to secure the winning strike, and the AI ''still will not attack your monster'' or attempt to protect itself. Again- with rare exceptions. The AI will also head straight for your die master and get stuck in corners and dead-ends as a result. The AI will even select dice that make it physically impossible for the AI to summon a monster.
** Macro Cosmos Decks turn most games against the AI into a comedy of errors. Macro Cosmos [[DeaderThanDead removes any card that would enter the Graveyard from play]], meaning that many strategies centering around the Graveyard become fairly crippled. A human player would attempt to destroy Macro Cosmos as soon as possible, then initiate their normal strategies. Not the AI, which will completely ignore Macro Cosmos and continue to play as if it wasn't there. You haven't seen ArtificialStupidity until you've seen an AI use Foolish Burial to remove its ''own [[GameBreaker Treeborn Frog.]]''
** Oftentimes, there'll be at least one character who plays an Exodia Deck. Exodia is an infamous set of cards: five weak Monsters that, if you hold all five in your hand, let you instantly win the Duel. A human player will try to protect the pieces at any cost, not Summoning or discarding them unless they have a way of getting them back - if you lose a piece, it's game over, since Exodia Decks [[CripplingOverspecialization usually feature little beyond drawing cards and maybe defensive cards]]. The AI has no such qualms, perceiving them as only weak monsters, and will regularly ditch the pieces at the first opportunity. The worst part is when you've got a clear field and the AI decides to summon a 200-ATK Left Arm of the Forbidden One to ''attack you.''
** ''VideoGame/YuGiOhReshefOfDestruction'' mainly averts this, due to having a much simpler ruleset that's harder to screw up, but the computer will always attack your cards if they are face down in defense mode unless their monsters have 0 Attack. This will happen even if you use a card to cover up previously seen monsters.
** An app called ''Yu-Gi-Oh! Duel Generation'' generally has [[ArtificialBrilliance incredible AI.]], but Pot of Duality seems to cause some hiccups. Instead of taking something useful like Mirror Force, they'll take Skelengel. They also take a Field Spell card when they already have ''the exact same card'' already on the field instead of a monster to defend their life points.
** ''Yu-Gi-Oh! Destiny Board Traveler'' has this when the Outer Space board is used. The AI will heavily prioritize summoning monsters, and generally ignore the special spaces, which is a very bad idea on this board, since if a player doesn't go to a special space for 5 turns, they will lose 1000 Life Points. It is very possible to win on this board with this being the only way your AI opponents take any damage at all.
** In ''Eternal Duelist Soul'', the AI doesn't know how to use Special Summons correctly. Mai has a card in her deck called Elegant Egotist, which allows her to Summon a Harpie Lady or a Harpie Lady Sisters from her hand or deck, as long as there is already a Harpie Lady on the field. Harpie Lady Sisters has 1950 ATK and 2100 DEF, and can ''only'' be summoned through Elegant Egotist's effect, while the regular Harpie Lady has 1300 ATK, 1400 DEF, and no effect or summoning conditions. Mai will ''always'' play Elegant Egotist and choose to bring out a second Harpie Lady, even if the player's Monsters have more than 1300 but less than 1950 ATK, and therefore makes one of her cards a total waste of space. Similarly, Yami Yugi will never Summon Valkyrion the Magna Warrior.
** At least in ''Worldwide Edition 2004/Stairway to the Destined Duel'', the AI likes to changes its cards to defense mode if it can't make any meaningful attacks. It'll even do this for cards with higher ATK than defense, leading to cases where a card, especially hard hitters with low defense like Gemini Elf (1900/900), Vorse Raider (1900/1200), or to a lesser extent St. Joan (2800/2000) will be left open to getting splattered when it would've been safer had it stayed in attack mode.
** In the same game, Strings has an odd quick where he likes to play Jam Breeding Machine (which makes him place a Slime Token each turn, but stops him from summoning anything else) without doing anything to back it up, effectively putting a huge target on himself since he's unable to move them to defense mode the same turn they appear, letting you merrily crush them with impunity.
** In games where Weevil is an opponent, he's known to run Cockroach Knight, a card that returns itself to the top of the deck when destroyed. If you destroy it, it'll return to the top of his deck, and then he'll draw it and play it again, ready to be destroyed again. Effectively, he locks himself into drawing the same useless monster, forever.
** The AI tends to prioritize dealing damage to the opponent over everything else. This is especially noticeable in the games based on the Dark Signer arc of ''5D's'', as a large number of duelists run cards that have the ability to attack the other player directly. For example: the AI has a 3000 ATK monster that can attack directly, and 2000 life points, while the player has 5000 life points and a 2000 ATK monster that can also attack directly. Any human player would attack the monster so that they can't be killed on the next turn, but the AI will instead attack directly, setting themselves up for defeat.
** AI characters that use Dark Bribe (negate a Spell or Trap but lets your opponent draw a card) to block the effect of your Upstart Goblin (you draw a card and your opponent gains 1000 LP). So they stop you from drawing a card, and in exchange, they lose a valuable Counter Trap, don't gain 1000 LP... and then you draw a card.
** VideoGame/YuGiOhDuelLinks: The auto-dueling feature can make very dumb moves at times, as can the AI.
*** Yugi's Level 40 deck revolves around spell counters, which he usually uses to power up his attacking monsters even when you've used Mask of Accursed to stop them from attacking. In some cases he'll use Wonder Wand to ''destroy'' the monster even if it's powered up to draw 2 cards.
*** Mai's Level 40 deck revolves around Amazonesses, including Amazoness Chain Master. If it's destroyed and she has enough LP, she ''will'' use it to steal a card from you even if it's worthless. What makes this one stand out is that she has to pay a 1500-LP cost to make it happen; hardly a small price in a game where both players start with 4000.
*** Para and Dox's Level 40 deck revolves around Kazejin and Suijin. Since their effects only work once per duel and the AI has no way to track this, they'll tribute a Kazejin and Suijin to summon another Suijin, even if you have a weaker monster than both of them.
*** After the 1.7 update, Yami Bakura gained the habit of playing Malice Doll of Demise in Attack Position even when your monsters are stronger. The intent is to combo it with Ectoplasmer, but the problem is that he plays it even when Ectoplasmer isn't out.
*** Syrus Truesdale's Level 30 and 40 decks has Inverse Universe, a card that swaps ATK and DEF, which for whatever reason, he may activate even if it does not change the situation at all (the attacking monster still destroy his monster anyway, despite the change in stats). He also sometimes sets a monster in defense mode and then automatically destroys it with Shield Crush.
*** In her event, Anna Kaboom makes liberal use of Night Express Knight, a monster that can be summoned without Tribute at the cost of its ATK becoming 0. The intention of this effect is to summon Rank 10 monsters like her ace Gustav Max, but as an AI, Anna has a tendency to summon Night Express Knight and then immediately end her turn, giving you a free shot at her Life Points.
*** Black Dragon Ninja has an ability to banish any opposing monster for the price of a Ninja monster and Ninjitsu Art from your hand or field. However, this comes with a drawback; if Black Dragon Ninja leaves the field, it will Special Summon all those banished monsters back to the field. If there are no other Ninjas, the AI will sacrifice Black Dragon Ninja itself, ignoring the fact that doing so would cancel its own effect out.
*** The Auto-duel AI hit a big snag around the release of Blades of Spirits as it's gotten way weaker/dumber. Such maladies with auto-AI include occasionally giving purely beneficial equip cards to your opponent's monsters, just plain not ''using'' cards, summoning monsters like Sphere Kuriboh (weak monster that works better as a hand trap than being summoned) or Labyrinth Wall (zero attack) in attack position, and using cards like Enemy Controller on things when there's no need to or it puts you in a ''worse'' situation. Considering the opposing AI never does this, it's clear that the auto duel AI was intentionally designed to be ''worse''.
*** Tag Duel partner AI seems fine enough, but only when using their own cards. If you have specific strategies involving said card, chances are, the AI partner will misuse the card. Although, they're not prone to being stupid in other ways as well, such as Kite tributing a perfectly good Galaxy-Eyes Photon Dragon to summon another Galaxy-Eyes Photon Dragon.
*** Against a Karakuri deck, they'll constantly attack you even if you have a facedown card that can turn the tides in your favor because of the effect of those monsters shifting them to defense mode. They'll walk right into all of your spells and traps easily.
*** [=NPCs=] in general seem to have an issue with cards that mill their own deck - they will use the card's effect just to reduce damage once or destroy 1 monster, regardless of the risk in accidentally milling important cards. They will also continuously spam the milling effect if possible, even if they end up doing nothing else on the same turn due to still being unable to break your board. This can result in them needlessly cutting their deck until they have only 4 or even 2 cards left, making it easy for them to Deck Out if you just stall for a bit more. Similarly, they will also keep spamming draw effect when possible, stopping only if their deck has less than 5 cards left, making it easier to Deck Out them.
*** Auto-dueling will also not use abilities even when the criteria fits, even when doing so could help them turn the duel around.

to:

* Video games for ''Franchise/YuGiOh'' have a particularly poor track record in this area. While some of the games' idiotic moves can be justified by the fact that the AI couldn't possibly know the identity of your facedown cards, and that the kind of analysis that would allow a player to even make the right guesses can be really difficult even for human players, some of the cases are a little more obviously ArtificialStupidity.
** In some games the AI will use an effect that requires paying life points when they have ''that exact amount of life points left.'' For example: AI has 800 life points, AI plays Premature Burial, AI pays 800 life points to use Premature Burial, AI immediately loses.
** Then you have Mokuba, for whom this trope is invoked ''intentionally''. [[WebVideo/YuGiOhTheAbridgedSeries What a digital dummy!]] To give you the idea of how dumb he is, his second strongest monster is [[PromotionalPowerlessPieceOfGarbage Kanan The Swordmistress]], a normal monster with 1400 ATK and 1400 DEF. He summons none of his monsters in defense mode, letting you just keep knocking them down. His entire strategy is to draw ''one'' monster, Cyber Stein, which has the ability to summon a fusion monster. This is the only way you can lose to him, because if he manage to do this, he'll summon ''Blue-Eyes Ultimate Dragon''. Which he will gleefully prompt to crash and burn into your obvious Mirror Force/Sakuretsu Armor/Maneater Bug/Penguin Soldier/etc. Or even worse, into your more obvious Magic Cylinder, which will cause him to ''kill himself'' without fail[[note]]Activating Cyber Stein costs 5000 life points. Magic Cylinder causes an attack by your opponent's monster to be cancelled and the ATK of the monster to be subtracted from his life points. BEUD has 4500 ATK. A normal match has a player begin with 8000 life points[[/note]].
** In many of the earlier games, such as ''Eternal Duelist Soul'', at harder levels, the AI essentially knew the ATK and DEF of any of your facedown monsters, and would make its decisions whether or not to attack based on that. Some of the "good" duelists like Yami Yugi go at you with cards that technically can destroy yours in battle...and then leaves them right open to a strong counterattack when the player is able to capitalize on the fact that they left a monster with 1000-1100 ATK in attack mode at the end of their turn. AttackAttackAttack meets ArtificialStupidity here.
** The AI in ''Tag Force 2'' is considered one of the worst examples of this in a ''Yu-Gi-Oh'' game, to the point where it seems like the game [[TheComputerIsACheatingBastard is actively trying to sabotage your efforts]] when you play a tag duel. A clear example came from a ''Tag Force 4'' ([[https://youtu.be/PshGl7E2NG0?t=1m48s video here)]], when the AI used [[http://yugioh.wikia.com/wiki/Prideful_Roar Prideful Roar]] against [[http://yugioh.wikia.com/wiki/Clear_Vice_Dragon Clear Vice Dragon]]. For the unaware: Prideful Roar pays LP to increase a Monster's ATK to be slightly higher than its target's, but Clear Vice Dragon's ATK is always double that of its attack target ...so it increases again when Prideful Roar activates. The AI paid 2800 Life, took more than double that in damage, and promptly lost.
** The AI in general seems to have trouble with Monsters that can increase or lower ATK. For instance, say you've got Psychic Commander, a 1400 ATK monster that can lower the ATK of Monsters it battles, and the AI has Mystic Tomato, which has equal ATK and can Summon a weak Dark monster when destroyed. The AI is programmed to ram "searchers" into Monsters with equal ATK, so the AI will attempt to ram Mystic Tomato into Psychic Commander, then when that doesn't work, it'll Summon another Tomato from its Deck and do the exact same thing. It will repeat the process until it runs out of Tomatoes. One of the most infamous cases of Tag Force partner stupidity was [[https://youtu.be/yMVXUq0xNKs?t=9m2s this video.]] In a nutshell: The opponent, Para, had Suijin on the field. Suijin can, once per Duel, reduce the ATK of an attacking Monster to 0, so if you try attacking it, you'll lose your Monster and take a ton of damage in the process. Three guesses what the partner, Bastion, did, and the first two don't count. And Bastion is supposed to be TheSmartGuy...
** ''Tag Force Special'' is the first game to feature Pendulum Summoning, and the AI simply ''does not know'' how to handle it. Yuya is by far the worst in this regard, with a near-insane aversion to putting his Pendulum Magicians in their proper spots and a refusal to use Entermate Wizard's effect. On top of this, the AI is set to always perform a strategy when possible, even when it's not a good idea. Pegasus is the most obvious offender, as [[https://www.youtube.com/watch?v=HMVAz3ohz10 this Duel]] shows. And even when they do have a workable strategy, they often don't use it; Kaiba will often Summon Kaibaman in ATK and then do nothing with it, even when he has a Blue-Eyes right there in his hand.
** ''Tag Force Special'' also reveals a rather large bug in the game's AI, since one of the {{Starter Villain}}s from ''Anime/YuGiOhArcV'', Eita, uses Ordeal of a Traveler. It makes your opponent guess the type of card in your hand whenever they try to attack, and if they fail to guess, their attacking monster gets bounced. The main trick with the card is remembering the cards in your opponent's hand... something that the AI simply does not do. Even when Eita has one card in his hand, he's revealed it to be a monster four times, and he hasn't played any other cards, your tag partner will continue to rush in, guess "Spell Card!", and get all your cards bounced.
** In ''VideoGame/YuGiOhDarkDuelStories'', the AIs have a bad habit of offering high-ATK monsters as tributes to summon something of the same strength or even weaker, example: Offering "Jirai Gumo"(2200ATK/100DEF) as a tribute to Tribute Summon "Catapult Turtle" (1000ATK/2000DEF). The AI also likes to use monsters who have lower ATK than DEF to attack, as long as the ATK is at least half the DEF. Sometimes, Yami Yugi will use "Megamorph" (which acts like a universal Equip card, increasing a monster's ATK and DEF by 500) on Mystical Elf just so that he can attack... with 1300 ATK.
** There's also its inability to judge the worth of cards in its hands, meaning that it discards randomly whenever an effect makes them do so, which can often make them cripple their entire strategy by eliminating their most important card. To wit: The AI has three cards, which consist of a weak monster, a strong monster whose level is too high to be summoned, and a spell which makes the user discard a card but would let him summon the stronger monster. The AI will, 50% of the time, activate the spell, discard the stronger monster, and then summon the weaker monster which wouldn't need the spell in the first place.
** ''Anime/YuGiOh5Ds'''s Duel Transer/Master of the Cards is also not immune. The AI Computer opponent you have unlocked initially has a few decks that are easy to overcome, but for some reason it likes to set off a combo of Waboku and Hallowed Life Barrier. Waboku stops you taking damage that turn and stops your monsters from being killed, Hallowed Life Barrier is basically the same, except you need to discard a card to activate it, and all it does is nullify battle and effect damage, not protect monsters.
** The AI is incapable of deciding whether or not using particular traps is a good idea or not. If your opponent has Torrential Tribute set (a trap which wipes all monsters on the field when activated), they'll use it even if the monster they already have on the field is stronger than the one you just summoned (of course if you're doing this, they might foresee your equipping it with something). Then again, they'll often wipe the whole field even if they have a ''much'' stronger monster out. Opponents using Torrential Tribute to destroy the whole field when they have a 2500+ ATK ritual monster out when all you did was summon a relatively weak monster is common enough to count as a strategy to get rid of their monsters.
*** Not to mention that they will tribute summon their powerful monster, and then play Torrential Tribute, wiping out everything. Also done with Dark Hole.
** Despite being the main character, Yugi will often make the baffling decision to keep summoning Sinister Serpent, an effect monster with 300 ATK and 250 DEF. It's effect is to keep showing up in his hand if it's destroyed. Good if you plan on sacrificing it, but he never does this. He keeps it out until you vaporize it with a much stronger monster, and then keep summoning it just because.
** Total Defense Shogun is particularly weak in the hands of the AI. It has 1550 ATK, 2500 DEF, and ''it can attack while in defense mode''. Whenever they play/use/control one however, they will always switch it to attack mode. So, basically, the AI weakens the monster by 950 points, AND opens themselves up to Life Point damage voluntarily.
** The AI will sometimes use Premature Burial or Call of the Haunted to summon Gearfried the Iron Knight. Either of those cards can be used to summon a monster from the Graveyard, but the card is then equipped to the monster; if the card is destroyed, so is the monster it summoned. Gearfried destroys any card that is equipped to it automatically. Yeah... Even more humorous because Premature Burial costs 800 life points to use.
** The AI has also been known to do things like take control of your monster using a card like Change Of Heart, which takes yours for one turn, but then boost its stats with a permanent equip spell. So at the end of your turn, you get your monster back, only the AI has actually helped you. Similarly, it's a common player strategy to SuicideAttack a weaker Monster into a stronger one, because the weaker Monster has an effect that activates in the Graveyard (see: Sangan, Mystic Tomato). The AI will do this with Monsters they've taken control of, even though cards revert to their owner's control in the Graveyard - so if an AI attacks with a stolen Sangan, it goes back to your Graveyard and YOU get the effect while they take damage. Thanks, buddy!
** In ''VideoGame/YuGiOhDungeonDiceMonsters'', any character not found in the anime will just summon around their Heart Points and will eventually use up all their summons. They will then be unable to do anything, allowing you to have as many rolls as you need to summon anything. The Exodia pieces can be summoned this way, and by summoning them all, you get an instant win, and the AI is powerless to stop you. You can beat ''anyone'' in the game with an equally inane strategy. There are summonable "items" in the game which take the form of chests. Only the summoner knows what's in the chest, and it activates when a monster passes over it. The AI will ''never'' run over your chests, in the expectation that it might be a trap (and, to be fair, it might). However, it is possible, by spamming cheap summons, to block your opponent so that the only path to your heart points is through the chest. At which point, the AI will helpfully sit around, waiting for you to kill them. Also, the AI will never attack your monsters unless it can one-shot-kill the monster, ''and usually not even then.'' The AI will never use its own items even if they're beneficial, so you can use their items to power up your monsters or even ''revive your destroyed monsters.'' The AI will never use its monsters' special effects (the sole exception being Orgoth the Relentless) even if they have the crests to do so. You can be ''right next to the enemy's Die Master'' getting ready to secure the winning strike, and the AI ''still will not attack your monster'' or attempt to protect itself. Again- with rare exceptions. The AI will also head straight for your die master and get stuck in corners and dead-ends as a result. The AI will even select dice that make it physically impossible for the AI to summon a monster.
** Macro Cosmos Decks turn most games against the AI into a comedy of errors. Macro Cosmos [[DeaderThanDead removes any card that would enter the Graveyard from play]], meaning that many strategies centering around the Graveyard become fairly crippled. A human player would attempt to destroy Macro Cosmos as soon as possible, then initiate their normal strategies. Not the AI, which will completely ignore Macro Cosmos and continue to play as if it wasn't there. You haven't seen ArtificialStupidity until you've seen an AI use Foolish Burial to remove its ''own [[GameBreaker Treeborn Frog.]]''
** Oftentimes, there'll be at least one character who plays an Exodia Deck. Exodia is an infamous set of cards: five weak Monsters that, if you hold all five in your hand, let you instantly win the Duel. A human player will try to protect the pieces at any cost, not Summoning or discarding them unless they have a way of getting them back - if you lose a piece, it's game over, since Exodia Decks [[CripplingOverspecialization usually feature little beyond drawing cards and maybe defensive cards]]. The AI has no such qualms, perceiving them as only weak monsters, and will regularly ditch the pieces at the first opportunity. The worst part is when you've got a clear field and the AI decides to summon a 200-ATK Left Arm of the Forbidden One to ''attack you.''
** ''VideoGame/YuGiOhReshefOfDestruction'' mainly averts this, due to having a much simpler ruleset that's harder to screw up, but the computer will always attack your cards if they are face down in defense mode unless their monsters have 0 Attack. This will happen even if you use a card to cover up previously seen monsters.
** An app called ''Yu-Gi-Oh! Duel Generation'' generally has [[ArtificialBrilliance incredible AI.]], but Pot of Duality seems to cause some hiccups. Instead of taking something useful like Mirror Force, they'll take Skelengel. They also take a Field Spell card when they already have ''the exact same card'' already on the field instead of a monster to defend their life points.
** ''Yu-Gi-Oh! Destiny Board Traveler'' has this when the Outer Space board is used. The AI will heavily prioritize summoning monsters, and generally ignore the special spaces, which is a very bad idea on this board, since if a player doesn't go to a special space for 5 turns, they will lose 1000 Life Points. It is very possible to win on this board with this being the only way your AI opponents take any damage at all.
** In ''Eternal Duelist Soul'', the AI doesn't know how to use Special Summons correctly. Mai has a card in her deck called Elegant Egotist, which allows her to Summon a Harpie Lady or a Harpie Lady Sisters from her hand or deck, as long as there is already a Harpie Lady on the field. Harpie Lady Sisters has 1950 ATK and 2100 DEF, and can ''only'' be summoned through Elegant Egotist's effect, while the regular Harpie Lady has 1300 ATK, 1400 DEF, and no effect or summoning conditions. Mai will ''always'' play Elegant Egotist and choose to bring out a second Harpie Lady, even if the player's Monsters have more than 1300 but less than 1950 ATK, and therefore makes one of her cards a total waste of space. Similarly, Yami Yugi will never Summon Valkyrion the Magna Warrior.
** At least in ''Worldwide Edition 2004/Stairway to the Destined Duel'', the AI likes to changes its cards to defense mode if it can't make any meaningful attacks. It'll even do this for cards with higher ATK than defense, leading to cases where a card, especially hard hitters with low defense like Gemini Elf (1900/900), Vorse Raider (1900/1200), or to a lesser extent St. Joan (2800/2000) will be left open to getting splattered when it would've been safer had it stayed in attack mode.
** In the same game, Strings has an odd quick where he likes to play Jam Breeding Machine (which makes him place a Slime Token each turn, but stops him from summoning anything else) without doing anything to back it up, effectively putting a huge target on himself since he's unable to move them to defense mode the same turn they appear, letting you merrily crush them with impunity.
** In games where Weevil is an opponent, he's known to run Cockroach Knight, a card that returns itself to the top of the deck when destroyed. If you destroy it, it'll return to the top of his deck, and then he'll draw it and play it again, ready to be destroyed again. Effectively, he locks himself into drawing the same useless monster, forever.
** The AI tends to prioritize dealing damage to the opponent over everything else. This is especially noticeable in the games based on the Dark Signer arc of ''5D's'', as a large number of duelists run cards that have the ability to attack the other player directly. For example: the AI has a 3000 ATK monster that can attack directly, and 2000 life points, while the player has 5000 life points and a 2000 ATK monster that can also attack directly. Any human player would attack the monster so that they can't be killed on the next turn, but the AI will instead attack directly, setting themselves up for defeat.
** AI characters that use Dark Bribe (negate a Spell or Trap but lets your opponent draw a card) to block the effect of your Upstart Goblin (you draw a card and your opponent gains 1000 LP). So they stop you from drawing a card, and in exchange, they lose a valuable Counter Trap, don't gain 1000 LP... and then you draw a card.
** VideoGame/YuGiOhDuelLinks: The auto-dueling feature can make very dumb moves at times, as can the AI.
*** Yugi's Level 40 deck revolves around spell counters, which he usually uses to power up his attacking monsters even when you've used Mask of Accursed to stop them from attacking. In some cases he'll use Wonder Wand to ''destroy'' the monster even if it's powered up to draw 2 cards.
*** Mai's Level 40 deck revolves around Amazonesses, including Amazoness Chain Master. If it's destroyed and she has enough LP, she ''will'' use it to steal a card from you even if it's worthless. What makes this one stand out is that she has to pay a 1500-LP cost to make it happen; hardly a small price in a game where both players start with 4000.
*** Para and Dox's Level 40 deck revolves around Kazejin and Suijin. Since their effects only work once per duel and the AI has no way to track this, they'll tribute a Kazejin and Suijin to summon another Suijin, even if you have a weaker monster than both of them.
*** After the 1.7 update, Yami Bakura gained the habit of playing Malice Doll of Demise in Attack Position even when your monsters are stronger. The intent is to combo it with Ectoplasmer, but the problem is that he plays it even when Ectoplasmer isn't out.
*** Syrus Truesdale's Level 30 and 40 decks has Inverse Universe, a card that swaps ATK and DEF, which for whatever reason, he may activate even if it does not change the situation at all (the attacking monster still destroy his monster anyway, despite the change in stats). He also sometimes sets a monster in defense mode and then automatically destroys it with Shield Crush.
*** In her event, Anna Kaboom makes liberal use of Night Express Knight, a monster that can be summoned without Tribute at the cost of its ATK becoming 0. The intention of this effect is to summon Rank 10 monsters like her ace Gustav Max, but as an AI, Anna has a tendency to summon Night Express Knight and then immediately end her turn, giving you a free shot at her Life Points.
*** Black Dragon Ninja has an ability to banish any opposing monster for the price of a Ninja monster and Ninjitsu Art from your hand or field. However, this comes with a drawback; if Black Dragon Ninja leaves the field, it will Special Summon all those banished monsters back to the field. If there are no other Ninjas, the AI will sacrifice Black Dragon Ninja itself, ignoring the fact that doing so would cancel its own effect out.
*** The Auto-duel AI hit a big snag around the release of Blades of Spirits as it's gotten way weaker/dumber. Such maladies with auto-AI include occasionally giving purely beneficial equip cards to your opponent's monsters, just plain not ''using'' cards, summoning monsters like Sphere Kuriboh (weak monster that works better as a hand trap than being summoned) or Labyrinth Wall (zero attack) in attack position, and using cards like Enemy Controller on things when there's no need to or it puts you in a ''worse'' situation. Considering the opposing AI never does this, it's clear that the auto duel AI was intentionally designed to be ''worse''.
*** Tag Duel partner AI seems fine enough, but only when using their own cards. If you have specific strategies involving said card, chances are, the AI partner will misuse the card. Although, they're not prone to being stupid in other ways as well, such as Kite tributing a perfectly good Galaxy-Eyes Photon Dragon to summon another Galaxy-Eyes Photon Dragon.
*** Against a Karakuri deck, they'll constantly attack you even if you have a facedown card that can turn the tides in your favor because of the effect of those monsters shifting them to defense mode. They'll walk right into all of your spells and traps easily.
*** [=NPCs=] in general seem to have an issue with cards that mill their own deck - they will use the card's effect just to reduce damage once or destroy 1 monster, regardless of the risk in accidentally milling important cards. They will also continuously spam the milling effect if possible, even if they end up doing nothing else on the same turn due to still being unable to break your board. This can result in them needlessly cutting their deck until they have only 4 or even 2 cards left, making it easy for them to Deck Out if you just stall for a bit more. Similarly, they will also keep spamming draw effect when possible, stopping only if their deck has less than 5 cards left, making it easier to Deck Out them.
*** Auto-dueling will also not use abilities even when the criteria fits, even when doing so could help them turn the duel around.

Added: 48475

Changed: 9552

Removed: 45460

Is there an issue? Send a MessageReason:
Alphabetizing and crosswicking Dicey Dungeons, which is here because there's no subpage for Roguelikes. Also deliberately redlinking games without pages so they'll turn blue when pages are made for them. And also removing the sinkhole in the Akinator entry and commenting out ZCE in the Pac Man entry


* ArtificialStupidity has been with us since the [[OlderThanTheNES days of]] Pac-Man. Because of the way the AI (highly advanced for the time) was programmed without any RNG whatsoever, patterns were discovered that guaranteed that the ghosts wouldn't eat you, even up to [[KillScreen level 256]]. One of the two big innovations on the Pac-Man formula that made Ms. Pac-Man so big was just randomizing the location to which each ghost went at the start, making such pattern play unreliable.
* Video games for ''Franchise/YuGiOh'' have a particularly poor track record in this area. While some of the games' idiotic moves can be justified by the fact that the AI couldn't possibly know the identity of your facedown cards, and that the kind of analysis that would allow a player to even make the right guesses can be really difficult even for human players, some of the cases are a little more obviously ArtificialStupidity.
** In some games the AI will use an effect that requires paying life points when they have ''that exact amount of life points left.'' For example: AI has 800 life points, AI plays Premature Burial, AI pays 800 life points to use Premature Burial, AI immediately loses.
** Then you have Mokuba, for whom this trope is invoked ''intentionally''. [[WebVideo/YuGiOhTheAbridgedSeries What a digital dummy!]] To give you the idea of how dumb he is, his second strongest monster is [[PromotionalPowerlessPieceOfGarbage Kanan The Swordmistress]], a normal monster with 1400 ATK and 1400 DEF. He summons none of his monsters in defense mode, letting you just keep knocking them down. His entire strategy is to draw ''one'' monster, Cyber Stein, which has the ability to summon a fusion monster. This is the only way you can lose to him, because if he manage to do this, he'll summon ''Blue-Eyes Ultimate Dragon''. Which he will gleefully prompt to crash and burn into your obvious Mirror Force/Sakuretsu Armor/Maneater Bug/Penguin Soldier/etc. Or even worse, into your more obvious Magic Cylinder, which will cause him to ''kill himself'' without fail[[note]]Activating Cyber Stein costs 5000 life points. Magic Cylinder causes an attack by your opponent's monster to be cancelled and the ATK of the monster to be subtracted from his life points. BEUD has 4500 ATK. A normal match has a player begin with 8000 life points[[/note]].
** In many of the earlier games, such as ''Eternal Duelist Soul'', at harder levels, the AI essentially knew the ATK and DEF of any of your facedown monsters, and would make its decisions whether or not to attack based on that. Some of the "good" duelists like Yami Yugi go at you with cards that technically can destroy yours in battle...and then leaves them right open to a strong counterattack when the player is able to capitalize on the fact that they left a monster with 1000-1100 ATK in attack mode at the end of their turn. AttackAttackAttack meets ArtificialStupidity here.
** The AI in ''Tag Force 2'' is considered one of the worst examples of this in a ''Yu-Gi-Oh'' game, to the point where it seems like the game [[TheComputerIsACheatingBastard is actively trying to sabotage your efforts]] when you play a tag duel. A clear example came from a ''Tag Force 4'' ([[https://youtu.be/PshGl7E2NG0?t=1m48s video here)]], when the AI used [[http://yugioh.wikia.com/wiki/Prideful_Roar Prideful Roar]] against [[http://yugioh.wikia.com/wiki/Clear_Vice_Dragon Clear Vice Dragon]]. For the unaware: Prideful Roar pays LP to increase a Monster's ATK to be slightly higher than its target's, but Clear Vice Dragon's ATK is always double that of its attack target ...so it increases again when Prideful Roar activates. The AI paid 2800 Life, took more than double that in damage, and promptly lost.
** The AI in general seems to have trouble with Monsters that can increase or lower ATK. For instance, say you've got Psychic Commander, a 1400 ATK monster that can lower the ATK of Monsters it battles, and the AI has Mystic Tomato, which has equal ATK and can Summon a weak Dark monster when destroyed. The AI is programmed to ram "searchers" into Monsters with equal ATK, so the AI will attempt to ram Mystic Tomato into Psychic Commander, then when that doesn't work, it'll Summon another Tomato from its Deck and do the exact same thing. It will repeat the process until it runs out of Tomatoes. One of the most infamous cases of Tag Force partner stupidity was [[https://youtu.be/yMVXUq0xNKs?t=9m2s this video.]] In a nutshell: The opponent, Para, had Suijin on the field. Suijin can, once per Duel, reduce the ATK of an attacking Monster to 0, so if you try attacking it, you'll lose your Monster and take a ton of damage in the process. Three guesses what the partner, Bastion, did, and the first two don't count. And Bastion is supposed to be TheSmartGuy...
** ''Tag Force Special'' is the first game to feature Pendulum Summoning, and the AI simply ''does not know'' how to handle it. Yuya is by far the worst in this regard, with a near-insane aversion to putting his Pendulum Magicians in their proper spots and a refusal to use Entermate Wizard's effect. On top of this, the AI is set to always perform a strategy when possible, even when it's not a good idea. Pegasus is the most obvious offender, as [[https://www.youtube.com/watch?v=HMVAz3ohz10 this Duel]] shows. And even when they do have a workable strategy, they often don't use it; Kaiba will often Summon Kaibaman in ATK and then do nothing with it, even when he has a Blue-Eyes right there in his hand.
** ''Tag Force Special'' also reveals a rather large bug in the game's AI, since one of the {{Starter Villain}}s from ''Anime/YuGiOhArcV'', Eita, uses Ordeal of a Traveler. It makes your opponent guess the type of card in your hand whenever they try to attack, and if they fail to guess, their attacking monster gets bounced. The main trick with the card is remembering the cards in your opponent's hand... something that the AI simply does not do. Even when Eita has one card in his hand, he's revealed it to be a monster four times, and he hasn't played any other cards, your tag partner will continue to rush in, guess "Spell Card!", and get all your cards bounced.
** In ''VideoGame/YuGiOhDarkDuelStories'', the AIs have a bad habit of offering high-ATK monsters as tributes to summon something of the same strength or even weaker, example: Offering "Jirai Gumo"(2200ATK/100DEF) as a tribute to Tribute Summon "Catapult Turtle" (1000ATK/2000DEF). The AI also likes to use monsters who have lower ATK than DEF to attack, as long as the ATK is at least half the DEF. Sometimes, Yami Yugi will use "Megamorph" (which acts like a universal Equip card, increasing a monster's ATK and DEF by 500) on Mystical Elf just so that he can attack... with 1300 ATK.
** There's also its inability to judge the worth of cards in its hands, meaning that it discards randomly whenever an effect makes them do so, which can often make them cripple their entire strategy by eliminating their most important card. To wit: The AI has three cards, which consist of a weak monster, a strong monster whose level is too high to be summoned, and a spell which makes the user discard a card but would let him summon the stronger monster. The AI will, 50% of the time, activate the spell, discard the stronger monster, and then summon the weaker monster which wouldn't need the spell in the first place.
** ''Anime/YuGiOh5Ds'''s Duel Transer/Master of the Cards is also not immune. The AI Computer opponent you have unlocked initially has a few decks that are easy to overcome, but for some reason it likes to set off a combo of Waboku and Hallowed Life Barrier. Waboku stops you taking damage that turn and stops your monsters from being killed, Hallowed Life Barrier is basically the same, except you need to discard a card to activate it, and all it does is nullify battle and effect damage, not protect monsters.
** The AI is incapable of deciding whether or not using particular traps is a good idea or not. If your opponent has Torrential Tribute set (a trap which wipes all monsters on the field when activated), they'll use it even if the monster they already have on the field is stronger than the one you just summoned (of course if you're doing this, they might foresee your equipping it with something). Then again, they'll often wipe the whole field even if they have a ''much'' stronger monster out. Opponents using Torrential Tribute to destroy the whole field when they have a 2500+ ATK ritual monster out when all you did was summon a relatively weak monster is common enough to count as a strategy to get rid of their monsters.
*** Not to mention that they will tribute summon their powerful monster, and then play Torrential Tribute, wiping out everything. Also done with Dark Hole.
** Despite being the main character, Yugi will often make the baffling decision to keep summoning Sinister Serpent, an effect monster with 300 ATK and 250 DEF. It's effect is to keep showing up in his hand if it's destroyed. Good if you plan on sacrificing it, but he never does this. He keeps it out until you vaporize it with a much stronger monster, and then keep summoning it just because.
** Total Defense Shogun is particularly weak in the hands of the AI. It has 1550 ATK, 2500 DEF, and ''it can attack while in defense mode''. Whenever they play/use/control one however, they will always switch it to attack mode. So, basically, the AI weakens the monster by 950 points, AND opens themselves up to Life Point damage voluntarily.
** The AI will sometimes use Premature Burial or Call of the Haunted to summon Gearfried the Iron Knight. Either of those cards can be used to summon a monster from the Graveyard, but the card is then equipped to the monster; if the card is destroyed, so is the monster it summoned. Gearfried destroys any card that is equipped to it automatically. Yeah... Even more humorous because Premature Burial costs 800 life points to use.
** The AI has also been known to do things like take control of your monster using a card like Change Of Heart, which takes yours for one turn, but then boost its stats with a permanent equip spell. So at the end of your turn, you get your monster back, only the AI has actually helped you. Similarly, it's a common player strategy to SuicideAttack a weaker Monster into a stronger one, because the weaker Monster has an effect that activates in the Graveyard (see: Sangan, Mystic Tomato). The AI will do this with Monsters they've taken control of, even though cards revert to their owner's control in the Graveyard - so if an AI attacks with a stolen Sangan, it goes back to your Graveyard and YOU get the effect while they take damage. Thanks, buddy!
** In ''VideoGame/YuGiOhDungeonDiceMonsters'', any character not found in the anime will just summon around their Heart Points and will eventually use up all their summons. They will then be unable to do anything, allowing you to have as many rolls as you need to summon anything. The Exodia pieces can be summoned this way, and by summoning them all, you get an instant win, and the AI is powerless to stop you. You can beat ''anyone'' in the game with an equally inane strategy. There are summonable "items" in the game which take the form of chests. Only the summoner knows what's in the chest, and it activates when a monster passes over it. The AI will ''never'' run over your chests, in the expectation that it might be a trap (and, to be fair, it might). However, it is possible, by spamming cheap summons, to block your opponent so that the only path to your heart points is through the chest. At which point, the AI will helpfully sit around, waiting for you to kill them. Also, the AI will never attack your monsters unless it can one-shot-kill the monster, ''and usually not even then.'' The AI will never use its own items even if they're beneficial, so you can use their items to power up your monsters or even ''revive your destroyed monsters.'' The AI will never use its monsters' special effects (the sole exception being Orgoth the Relentless) even if they have the crests to do so. You can be ''right next to the enemy's Die Master'' getting ready to secure the winning strike, and the AI ''still will not attack your monster'' or attempt to protect itself. Again- with rare exceptions. The AI will also head straight for your die master and get stuck in corners and dead-ends as a result. The AI will even select dice that make it physically impossible for the AI to summon a monster.
** Macro Cosmos Decks turn most games against the AI into a comedy of errors. Macro Cosmos [[DeaderThanDead removes any card that would enter the Graveyard from play]], meaning that many strategies centering around the Graveyard become fairly crippled. A human player would attempt to destroy Macro Cosmos as soon as possible, then initiate their normal strategies. Not the AI, which will completely ignore Macro Cosmos and continue to play as if it wasn't there. You haven't seen ArtificialStupidity until you've seen an AI use Foolish Burial to remove its ''own [[GameBreaker Treeborn Frog.]]''
** Oftentimes, there'll be at least one character who plays an Exodia Deck. Exodia is an infamous set of cards: five weak Monsters that, if you hold all five in your hand, let you instantly win the Duel. A human player will try to protect the pieces at any cost, not Summoning or discarding them unless they have a way of getting them back - if you lose a piece, it's game over, since Exodia Decks [[CripplingOverspecialization usually feature little beyond drawing cards and maybe defensive cards]]. The AI has no such qualms, perceiving them as only weak monsters, and will regularly ditch the pieces at the first opportunity. The worst part is when you've got a clear field and the AI decides to summon a 200-ATK Left Arm of the Forbidden One to ''attack you.''
** ''VideoGame/YuGiOhReshefOfDestruction'' mainly averts this, due to having a much simpler ruleset that's harder to screw up, but the computer will always attack your cards if they are face down in defense mode unless their monsters have 0 Attack. This will happen even if you use a card to cover up previously seen monsters.
** An app called ''Yu-Gi-Oh! Duel Generation'' generally has [[ArtificialBrilliance incredible AI.]], but Pot of Duality seems to cause some hiccups. Instead of taking something useful like Mirror Force, they'll take Skelengel. They also take a Field Spell card when they already have ''the exact same card'' already on the field instead of a monster to defend their life points.
** ''Yu-Gi-Oh! Destiny Board Traveler'' has this when the Outer Space board is used. The AI will heavily prioritize summoning monsters, and generally ignore the special spaces, which is a very bad idea on this board, since if a player doesn't go to a special space for 5 turns, they will lose 1000 Life Points. It is very possible to win on this board with this being the only way your AI opponents take any damage at all.
** In ''Eternal Duelist Soul'', the AI doesn't know how to use Special Summons correctly. Mai has a card in her deck called Elegant Egotist, which allows her to Summon a Harpie Lady or a Harpie Lady Sisters from her hand or deck, as long as there is already a Harpie Lady on the field. Harpie Lady Sisters has 1950 ATK and 2100 DEF, and can ''only'' be summoned through Elegant Egotist's effect, while the regular Harpie Lady has 1300 ATK, 1400 DEF, and no effect or summoning conditions. Mai will ''always'' play Elegant Egotist and choose to bring out a second Harpie Lady, even if the player's Monsters have more than 1300 but less than 1950 ATK, and therefore makes one of her cards a total waste of space. Similarly, Yami Yugi will never Summon Valkyrion the Magna Warrior.
** At least in ''Worldwide Edition 2004/Stairway to the Destined Duel'', the AI likes to changes its cards to defense mode if it can't make any meaningful attacks. It'll even do this for cards with higher ATK than defense, leading to cases where a card, especially hard hitters with low defense like Gemini Elf (1900/900), Vorse Raider (1900/1200), or to a lesser extent St. Joan (2800/2000) will be left open to getting splattered when it would've been safer had it stayed in attack mode.
** In the same game, Strings has an odd quick where he likes to play Jam Breeding Machine (which makes him place a Slime Token each turn, but stops him from summoning anything else) without doing anything to back it up, effectively putting a huge target on himself since he's unable to move them to defense mode the same turn they appear, letting you merrily crush them with impunity.
** In games where Weevil is an opponent, he's known to run Cockroach Knight, a card that returns itself to the top of the deck when destroyed. If you destroy it, it'll return to the top of his deck, and then he'll draw it and play it again, ready to be destroyed again. Effectively, he locks himself into drawing the same useless monster, forever.
** The AI tends to prioritize dealing damage to the opponent over everything else. This is especially noticeable in the games based on the Dark Signer arc of ''5D's'', as a large number of duelists run cards that have the ability to attack the other player directly. For example: the AI has a 3000 ATK monster that can attack directly, and 2000 life points, while the player has 5000 life points and a 2000 ATK monster that can also attack directly. Any human player would attack the monster so that they can't be killed on the next turn, but the AI will instead attack directly, setting themselves up for defeat.
** AI characters that use Dark Bribe (negate a Spell or Trap but lets your opponent draw a card) to block the effect of your Upstart Goblin (you draw a card and your opponent gains 1000 LP). So they stop you from drawing a card, and in exchange, they lose a valuable Counter Trap, don't gain 1000 LP... and then you draw a card.
** VideoGame/YuGiOhDuelLinks: The auto-dueling feature can make very dumb moves at times, as can the AI.
*** Yugi's Level 40 deck revolves around spell counters, which he usually uses to power up his attacking monsters even when you've used Mask of Accursed to stop them from attacking. In some cases he'll use Wonder Wand to ''destroy'' the monster even if it's powered up to draw 2 cards.
*** Mai's Level 40 deck revolves around Amazonesses, including Amazoness Chain Master. If it's destroyed and she has enough LP, she ''will'' use it to steal a card from you even if it's worthless. What makes this one stand out is that she has to pay a 1500-LP cost to make it happen; hardly a small price in a game where both players start with 4000.
*** Para and Dox's Level 40 deck revolves around Kazejin and Suijin. Since their effects only work once per duel and the AI has no way to track this, they'll tribute a Kazejin and Suijin to summon another Suijin, even if you have a weaker monster than both of them.
*** After the 1.7 update, Yami Bakura gained the habit of playing Malice Doll of Demise in Attack Position even when your monsters are stronger. The intent is to combo it with Ectoplasmer, but the problem is that he plays it even when Ectoplasmer isn't out.
*** Syrus Truesdale's Level 30 and 40 decks has Inverse Universe, a card that swaps ATK and DEF, which for whatever reason, he may activate even if it does not change the situation at all (the attacking monster still destroy his monster anyway, despite the change in stats). He also sometimes sets a monster in defense mode and then automatically destroys it with Shield Crush.
*** In her event, Anna Kaboom makes liberal use of Night Express Knight, a monster that can be summoned without Tribute at the cost of its ATK becoming 0. The intention of this effect is to summon Rank 10 monsters like her ace Gustav Max, but as an AI, Anna has a tendency to summon Night Express Knight and then immediately end her turn, giving you a free shot at her Life Points.
*** Black Dragon Ninja has an ability to banish any opposing monster for the price of a Ninja monster and Ninjitsu Art from your hand or field. However, this comes with a drawback; if Black Dragon Ninja leaves the field, it will Special Summon all those banished monsters back to the field. If there are no other Ninjas, the AI will sacrifice Black Dragon Ninja itself, ignoring the fact that doing so would cancel its own effect out.
*** The Auto-duel AI hit a big snag around the release of Blades of Spirits as it's gotten way weaker/dumber. Such maladies with auto-AI include occasionally giving purely beneficial equip cards to your opponent's monsters, just plain not ''using'' cards, summoning monsters like Sphere Kuriboh (weak monster that works better as a hand trap than being summoned) or Labyrinth Wall (zero attack) in attack position, and using cards like Enemy Controller on things when there's no need to or it puts you in a ''worse'' situation. Considering the opposing AI never does this, it's clear that the auto duel AI was intentionally designed to be ''worse''.
*** Tag Duel partner AI seems fine enough, but only when using their own cards. If you have specific strategies involving said card, chances are, the AI partner will misuse the card. Although, they're not prone to being stupid in other ways as well, such as Kite tributing a perfectly good Galaxy-Eyes Photon Dragon to summon another Galaxy-Eyes Photon Dragon.
*** Against a Karakuri deck, they'll constantly attack you even if you have a facedown card that can turn the tides in your favor because of the effect of those monsters shifting them to defense mode. They'll walk right into all of your spells and traps easily.
*** [=NPCs=] in general seem to have an issue with cards that mill their own deck - they will use the card's effect just to reduce damage once or destroy 1 monster, regardless of the risk in accidentally milling important cards. They will also continuously spam the milling effect if possible, even if they end up doing nothing else on the same turn due to still being unable to break your board. This can result in them needlessly cutting their deck until they have only 4 or even 2 cards left, making it easy for them to Deck Out if you just stall for a bit more. Similarly, they will also keep spamming draw effect when possible, stopping only if their deck has less than 5 cards left, making it easier to Deck Out them.
*** Auto-dueling will also not use abilities even when the criteria fits, even when doing so could help them turn the duel around.
* The final boss of ''VideoGame/MagicTheGatheringBattlegrounds'' has the ability to cast any spell in the game, any time he likes. Theoretically this means he should be able to spam you with giant monsters while countering any spell that you try to cast. Instead, he just sort of hangs around not doing much, and can be trapped in a loop by summoning the same low-level Mook over and over again. This is, of course, intentional, as that level of power would by simply impossible to oppose if he used it in anything like a sensible fashion, but it's rather unsatisfying to beat a boss that could {{curb stomp|Battle}} you at will for no other reason than that he was too dumb to actually ''do'' it.
* The AI in the Trainer Challenge section of the ''TabletopGame/{{Pokemon}} Trading Card Game Online'' follows a number of rules that usually do a pretty good job of emulating real play, but sometimes result in them [[HoistByTheirOwnPetard causing their own loss.]] Chief among them seems to be an absolute refusal to discard cards unless the text on a card they play forces them to. Because of this, they will never ''ever'' pay a Pokémon's retreat cost, which means that if they send in a Pokémon with no damaging move (and that is unable to evolve into a form with a damaging move), you can literally just sit there and pass turns until they run out of cards before you do. Which will almost certainly happen, since they will also play trainer cards that draw from the deck at the earliest opportunity, with especial fervor given to Professor Juniper/Sycamore/Research[[note]]User discards their hand and then draws 7 cards[[/note]], exacerbating the process. Additionally, there are many Pokémon cards across the AI trainer's decks that they use incorrectly, or will stick to a set strategy that doesn't involve hurting you, even after they attach enough energy to them to use a damaging move. Examples are given below:
** Zach's Skarmory and Rika's Klefki will only ever use Call For Family[[note]]Searches deck for up to 2 Basic Pokémon and puts them on the bench[[/note]], even if their bench is full.
** Calvin's Floatzel will only ever use Rescue[[note]]Shuffles 3 Pokémon from the user's discard pile into their deck[[/note]], even if there's no Pokémon in the discard pile. Additonally, his Manaphy has no damaging moves.
** Grayson's Plusle will only ever use Positive Hand[[note]]User discards 1 basic Energy card from their hand to draw draw 2 cards from the deck[[/note]]. Funnily enough, despite having a near-identical move selection, his Minun will only ever use its damaging move.
** Juji's Hitmontop will only use Quick Draw[[note]]Draw 1 card[[/note]], Penelope's Deoxys will only use Close Encounter[[note]]Draw 2 cards. Can be used on the first turn of play, unlike most moves[[/note]], and Otis's Yanmega will only use Windfall[[note]]Shuffles the user's hand into their deck and then draws 6 cards[[/note]].
*** In contrast to the rest, Kendall's Dedenne never uses its deck search move and is instead a nasty counter to your fully charged Mons with its Energy Short[[note]]20 damage times the amount of Energy attached the opponent's Active Pokémon[[/note]] attack, but if you send in a 'mon with no energy attached, it has no way to hurt you. Similarly, Logan's Roserade will only use Whiplash[[note]]flip a coin until you get tails; discard an energy from your opponent's Active Pokémon for every heads[[/note]], flailing away at an energy-less monster for the same result.
*** Disappointingly for the final fight in the final league, Daniel's deck features a Solrock that will always use Solar Generator[[note]]Searches the user's deck for up to 2 Special Energy cards, and reveals them to the opponent before adding them to their hand[[/note]], even though he only has two special energy in his deck anyway. He also uses the same Dedenne card that Kendall has.
*** Mick is a tough opponent, with deadly annoyances in Simisear, Magcargo and Torkoal, and a brutal self-fueling Blaziken, and, though rarely played, the Camerupt EX that appears in his Platinum and City Championship decks can hit hard with its Tumbling Attack... But once it gets enough Energy to use Explosive Jet[[note]]The user may discard as many Fire Energy attached to their Pokémon as they wish, dealing 50 damage times the number of Energy discarded[[/note]], its threat is [[ViolationOfCommonSense completely neutralized]] because, as stated above, the AI will not willingly discard Energies under any circumstance, and this particular card gives poor Mick the freedom of choice.
** And on top of all this, all AI trainers in the game seem to share the same behavior where, if you [[SheatheYourSword decline to attack them enough times,]] they will... [[WhyIsntItAttacking just stop attacking you as well,]] and each of you can just keep drawing cards until one of you decks out.
*** The reason for this appears to be that the AI is only ever prompted to attack the player when the AI attaches an energy card or a "Pokémon Tool" card to one of their own Pokémon. Therefore, if the AI has no Energy or Tools in their hand (and no Trainer cards that they can use to obtain them), they will not make an attack, even if their Active Pokémon has enough Energy attached to it to do so. The AI will also not attach more Energy to a Pokémon than it needs for its most costly move (even if it never uses the move, as demonstrated above), so in a scenario where the AI has Energy cards in their hand but all the Pokémon they have in play are "full"[[note]]and they have no Tools to use[[/note]], they also won't attack.

* ''VideoGame/TheDivision2'' has some pretty good AI that is usually competent with regards to taking cover, using grenades to flush enemies out of cover, and providing support to one another. However, sometimes their priorities cause them to make tactical errors.
** While the AI understands the concept of flanking and will attempt to use it, you will often see enemies deciding to run for a cover position that flanks the players but requires charging into the open and right past the player to reach, and they won't make any attempt to fire on the player while moving into position, giving the player ample time to gun them down.
** Heavy elites, who are covered in a massive amount of body armor that has to be torn away before they'll take damage, are usually slow moving but can break into a sprint if they're being chewed up from a distance. They can also one-shot deployable items like turrets or healing hives with a melee attack. The issue is that they will immediately prioritize any deployable they spot that they have a path to, even if that path requires them to charge across a wide open area and climb several ledges to reach. This can easily be exploited by clever players by throwing a turret onto a high ledge that can be reached, and then tearing into the elite while he ignores them to go kick the turret.
** Similarly, one class of heavy elite is armed only with a slegehammer, and attacks by charging players and delivering an extremely powerful blow. However, this attack can easily be dodged, meaning that killing this type of elite is no more difficult than repeatedly dodging and firing while he recovers from a swing. They're one of the only elite enemies that is easier to defeat if you ''don't'' use cover.
* ''TabletopGame/MagicTheGathering: Duels of the Planeswalkers'':
** Sometimes, the computer can come up with masterful combos and expert tactical plans. Other times: they sacrifice their last point of life to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=371 Pestilence]] in order to kill some [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189878 Llanowar Elves]], and summoning a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193868 Lord of the Pit]] and then doing nothing with it, meaning it eats all the computer's monsters and starts on the computer's life total. In particular, it will only attack if the creature is guaranteed to survive the creatures you have out or it has enough monsters to zerg you to death. This means that it doesn't, for example, fling expendable creatures at you to whittle down your forces, even if those creatures have a significant upkeep like sacrificing a creature.
** Pestilence itself is a global enchantment that deals 1 damage to EVERYTHING ON THE FIELD (including BOTH players) for 1 black mana, repeated as long as you have black mana/creatures (Pestilence is destroyed if no creatures are on the field). Lord of the Pit is a creature with 7 power (deals 7 damage), 7 toughness (can take 7 damage), is flying (can only be blocked by other fliers or creatures with "Web"), and has FIRST STRIKE (His 7 damage can be spread however he likes first, and ''then'' any defenders still alive deal damage to him, when normally both sides deal damage at once). This came at the drawback of needing to sacrifice a creature every round, if you didn't, he did 7 damage to his controller. Many a game was won by simply wiping the creatures away, or stalling until your opponent ran out.
** Force of Nature had 8 Power, 8 Toughness, and had Trample (and extra damage above and beyond a defending creature's toughness hit the player-usually extra damage is wasted). This was at the expense of 4 green mana every round, or Force of Nature did 8 damage to the player. Destroying land, however, is tough, but one card made it easier: Living Lands. Living Lands turns all Forests (which PRODUCE the vital green mana) into 1 power, 1 toughness creatures. The AI was more then happy to fling these pipsqueaks at you. You can see where this is going...Extra Stupid in that AI decks seemed to run both Force of Nature and Living Lands together. Only one deck had Force of Nature without Living Lands, and that one's a Green/White mix deck.
** The AI had a real problem with ''Spirit Link'', which causes a creature to grant you 1 life for each damage it deals. A classic trick is to play it on an opponent's creature, making it unable to harm you. The AI would completely ignore this and continue attacking with the creature. You could go even further, and stack up to four Spirit Links on the creature; the AI would continue to attack you with it without noticing that each attack was ''increasing'' your life by 3x the creature's power. This could extend to being outright risible when the AI began to sacrifice cards to buff the amount of damage it did!
* This plagued computerised Go engines (especially when compared with computerised Chess engines) until a few years ago, with them being trounced by professional Go players even when given substantial advantages. However, the latest version of [=AlphaGo=], an AI whose design represents a major breakthrough in computer Go, seems to be far stronger than any human player, going undefeated against top professionals. Part of the reason it took so much longer to build a professional-level Go program is that the search space is much larger compared to Chess — there are typically two or three hundred possible moves available to either player, and most games last over two hundred moves — so it's not feasible to analyze all possible sequences for more than a few moves ahead.



* The Windows program ''Mission Maker'' has extremely primitive AI. Make a character 'Seek and Destroy' the player, then get another character between them. The hostile character, instead of moving around, will ''kill the other character to get to the player''.

to:

* Your wingmen in ''VideoGame/AeroFightersAssault'' are generally more competent than those in ''VideoGame/StarFox64'' (probably because the levels are so big and the draw distance so lousy that you'll almost never see them and they can kill enemies without actually having to kill enemies) but they're just as bad in regards to frequently asking for help and being generally helpless. They also will not even attempt to attack the stage bosses, and destroying the bosses is the one thing you need to do to finish 6 of the 8 levels. A harmless- though amusing- example in the dialogue: Volk will often follow up his "thanks for helping me" line with his enemy taunt, leading to him saying "Much thanks, Comrade; now you will die!" A more meta example in that the two levels where you have no wingmen have a ''significantly'' better frame rate- and thus much better controls- than the other levels of the game. The Windows program ''Mission Maker'' has extremely primitive AI. Make extra strain placed on the game by creating and keeping track of your wingmen slows the game down painfully in the bulk of the levels.
* ''Website/{{Akinator}}'' can be surprisingly daft at times, since he doesn't really understand the questions he's asking (they're all user-contributed); as
a result, he may keep asking you almost identical questions, or directly opposite ones ("Is your character 'Seek and Destroy' the player, then get another real?" followed by "Is your character between them. The hostile character, instead of moving around, fictional (does not really exist)?") Of course, he'll ask if they have black hair and then ask if they have blond hair[[note]]Of course, some characters do have multiple hair colors...[[/note]], plus the always entertaining "Asks if they're from one universe, is told yes, guesses a different universe". This is likely the only program to think ''Franchise/MassEffect'' and ''VideoGame/{{Halo}}'' are the same universe. And sometimes it will ''kill ask you if you've met/said hello to the other character to get to ''after'' you've confirmed it's a fictional character or dead historical figure. Apparently it believes you might be ''Literature/ThursdayNext'' or a time traveler.
* The ''Bot Wars'' expansion for
the player''.''TabletopGame/{{Battlestations}}'' board game implements this in a tabletop game. The player's opponents are rogue robots which begin the game with below-average skills, and can learn as the adventure progresses. However, the bots also have a huge mothership; ship size is a factor in the difficulty of piloting, the mothership is the highest size possible in the game, and the bots' skills are below average.. No matter how the GM runs the bots, unless he/she fudges the dice rolls, it is perfectly possible for the bots to wreck their own mothership in the opening scenario due to their incompetence in piloting it.



* Exploiting the ArtificialStupidity of the guards in ''VideoGame/LodeRunner'' is very useful, with some levels relying on it. For instance, you can position yourself on a ladder so they climb upwards when you're directly below them.
* In ''VideoGame/SplinterCell: Conviction'', at one point you are confronted with an enemy helicopter gunship. It always shoots in front of Sam and never thinks to try and flank him.
* The usual method to beat the last boss in ''VideoGame/GuitarHero III'' invokes this. Basically, there's a certain point where a Whammy attack will kill him in one hit. Why is this? In that particular section, instead of using the whammy bar to recover, he just hammers the STRUM BAR until he kills himself. One critical flaw in an otherwise complete bastard.
* If you've ever played a video game adaptation of a game show, you've probably encountered computer contestants that couldn't answer simple questions correctly. ''Series/PressYourLuck'' for the Wii is one of the JustForFun/{{egregious}} examples, with computer opponents answering questions such as "What animal do we get milk from?", "What is 36 divided by 6?", or "How many months are in a year?" wrong.
* Old PC or video game versions of Jeopardy! in the early 1990s had the AI contestants buzz in and answer in complete gibberish. The answer pool was so small that pulling a wrong answer from that could clue another player in later. Other versions had ''no'' answer pool, resulting in the correct response or the ''same'' gibberish every time. Examples include ZWXYZ on the Game Boy and XXX on the Genesis versions. This is true for the NES versions as well (save for Super Jeopardy!), but the gibberish is the exact same length as the correct response, and often shows some letters in the response as well. For example, if a correct response is [=TVTropes=], the AI would show something like *V@r#pes.

to:

* Exploiting the ArtificialStupidity of the guards in ''VideoGame/LodeRunner'' is very useful, with some levels relying on it. For instance, you can position yourself on a ladder so they climb upwards when you're directly below them.
* In ''VideoGame/SplinterCell: Conviction'', at one point you are confronted with an enemy helicopter gunship. It always shoots in front of Sam and never thinks to try and flank him.
* The usual method to beat
''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'', the last boss in ''VideoGame/GuitarHero III'' invokes this. Basically, there's Monokuma enemies have a certain point where a Whammy attack will kill him in one hit. Why is this? In that particular section, instead of using the whammy bar to recover, he problem at getting around walls chasing after dancing Siren Monokumas. They just hammers the STRUM BAR until he kills himself. One critical flaw in an otherwise complete bastard.
* If you've ever played a video game adaptation of a game show, you've probably encountered computer contestants that couldn't answer simple questions correctly. ''Series/PressYourLuck'' for the Wii is one of the JustForFun/{{egregious}} examples, with computer opponents answering questions such as "What animal do we
run around trying to get milk from?", "What is 36 divided by 6?", or "How many months are in a year?" wrong.
* Old PC or video game versions of Jeopardy! in the early 1990s had the AI contestants buzz in and answer in complete gibberish. The answer pool was so small that pulling a wrong answer from that could clue another player in later. Other versions had ''no'' answer pool, resulting in the correct response or the ''same'' gibberish every time. Examples include ZWXYZ on the Game Boy and XXX on the Genesis versions. This is true for the NES versions as well (save for Super Jeopardy!),
to it, but the gibberish is the exact same length as the correct response, and often shows some letters in the response as well. For example, if a correct response is [=TVTropes=], the AI would show something like *V@r#pes.failing.



* The ''VideoGame/StarFox'' series has wingmen's "calling for a help" as a fixed pattern in every side scrolling stages. They can't help themselves and will go down if you don't help them. All-Range Mode, however, turns their stupidity up to eleven. One particularly notable example of how bad the wingmen's AI is in All-Range Mode is in the Star Wolf dogfights in ''VideoGame/StarFox64''. Each Star Wolf pilot is programmed to target a specific member of your squadron. Each wingman will constantly plead for you to help him by shooting down the Star Wolf member who's on his tail. Once you do, he will blissfully fly around in a circle minding his own business and make no effort to help you as the remaining Star Wolf members continue to rip you and your other wingmen to shreds. In a way, this is a blessing, as you don't get points if your wingmen score the killing blow on something. In Sector Z, they become rather competent when it comes to taking down missiles, which is ''not'' a good thing for medal hunters[[note]]and no, you can't just shoot down your wingmen; if any of them are down, you cannot earn a medal[[/note]].
* In ''VideoGame/TheSimpsonsRoadRage'', buses constantly crash into anything in sight without any provoking them, typically you.
* [[spoiler:Wheatley, also known as the Intelligence Dampening Sphere]] in ''VideoGame/{{Portal 2}}'' is a deliberate InUniverse example, described by [=GLaDOS=] as "the product of the greatest minds of a generation working together with the express purpose of building the dumbest moron who ever lived", and "the moron they built to make me an idiot". It's actually not a totally straight example, as this A.I. was made to be like a stupid ''human'' (and programmed ''very well'' for that purpose), rather than simply a badly programmed computer.
* One animated board game for MS-DOS called ''Hexxagon'' was indeed a lot of fun. Pit red gems against chrome drops on a hexagonal board in deep space. Landing next to your opponent's pieces would transform them into your own. The hard Craniac was usually pretty good, but when it was running out of spaces to go, it tended to make stupid moves such as jumping pieces into spaces it could have cloned into and in the process of doing so, often opening up holes allowing its opponent to capture some of its pieces. These stupid moves usually cropped up when the Craniac was losing, so it rarely changed who won the game, although if you had been narrowly losing to it, such a move could turn the tide in your favour. On lower difficulties, the Craniac also tended to make stupid moves much more frequently, but in those cases, it was expected behaviour.
* For ''TabletopGame/{{Monopoly}}'' video game adaptations, it runs into this trope with its AI:
** The UsefulNotes/NintendoEntertainmentSystem has a noticeable flaw with its AI. It will get hung up on unrealistic trades that are not realistically possible. It's possible that it will try to trade Park Place or Boardwalk straight up to another AI player and it will usually get declined by that player. It will also waste several seconds proposing trades before either quitting or getting declined.
** Creator/{{Ubisoft}}'s ''Monopoly Plus'' has one major AI flaw -- when trading, they fail to notice whether the properties you offer are already mortgaged. [[note]]Oddly, they ''do'' notice if you're trying to ''take'' a mortgaged property, and demand less accordingly, which suggests this error is more like a typo than a design failure.[[/note]] They also have the (rather more reasonable) behavior of always unmortgaging properties recieved in trades, whenever possible. Accordingly, it's possible to mortgage a property, sell it to an AI for full price, watch them spend their cash to unmortgage it, then buy it back for nearly the same price. [[https://www.youtube.com/watch?v=N2FywH_2Fik Repeating this process allows you to bankrupt an entire table of AIs on turn 1.]]

to:

* A few missions in ''VideoGame/DestroyAllHumans'' require the player to follow certain characters to specific places or hypnotize them to perform a certain task. One mission in particular has the player escort a character back to their saucer, and once they start running, they will not stop for ANYTHING. This includes a busy street, where [[https://youtu.be/qqGrLGEdWeg?t=2h29m25s this]] almost inevitably happens.
** Perhaps the most glaring example occurs in Rockwell, where hiding beneath the bridge near the fairgrounds whilst being hunted causes the AI to fail hilariously at getting to the player. Most of them will pile up on the bridge itself, some even getting killed as more and more crash into each other while the enemies on foot occasionally walk off the edge and fall to their deaths.
The ''VideoGame/StarFox'' series has wingmen's "calling for a help" as a fixed rest that manage to get beneath the bridge where the player is hiding will drive their vehicles straight into the water.
* ''VideoGame/DiceyDungeons'':
** The AI's
pattern in every side scrolling stages. They can't help themselves for enemies with multiple instances of the same countdown equipment (Sneezy, Rat King, and Buster, among others) always boils down to "fill in the leftmost equipment first". This can lead to these enemies making suboptimal plays if they partially completed the rightmost equipment on a previous turn — they won't finish it until they end up with a turn where they can complete all of the previous equipment or are blocked from doing so.
** Sticky Hands
will go down still use Pickpocket on you to steal your money even if you don't help them. All-Range Mode, however, turns their stupidity up have any, and since he only has one dice, he'd be wasting his turn when he could've used it to eleven. One particularly notable example of how bad the wingmen's AI is in All-Range Mode is in the Star Wolf dogfights in ''VideoGame/StarFox64''. Each Star Wolf pilot is programmed to target a specific member of your squadron. Each wingman charge Run Away instead.
** The Haunted Jar
will constantly plead for still use Blight on you to help him by shooting down the Star Wolf member who's on his tail. Once you do, he will blissfully fly around in a circle minding his own business and make no effort to help you as the remaining Star Wolf members continue to rip you and your other wingmen to shreds. In a way, this is a blessing, as you don't get points even if your wingmen score the killing blow on something. In Sector Z, they become rather competent you're not poisoned, usually when it comes to taking down missiles, which is ''not'' a good thing for medal hunters[[note]]and no, you can't just shoot down your wingmen; if any of them are down, you cannot earn a medal[[/note]].
* In ''VideoGame/TheSimpsonsRoadRage'', buses constantly crash into anything in sight without any provoking them, typically you.
* [[spoiler:Wheatley, also known as
use its Poison Cloud.
** The Handyman uses
the Intelligence Dampening Sphere]] in ''VideoGame/{{Portal 2}}'' is a deliberate InUniverse example, described by [=GLaDOS=] as "the product of Spanner to get dice values greater than 6 so he can maximize his Hammer attack. However, if the greatest minds of a generation working together Spanner's upgraded, he'll use it two more times with the express purpose of building resulting dice even if they'll give out the dumbest moron who ever lived", and "the moron they built same value.
** The Wolf Puppy won't bother
to make me an idiot". It's actually not a totally straight example, as this charge another Fury stack if he can't use Wolf Puppy Bite after activating Woof Woof Woof in the previous turn.
** The
A.I. doesn't know how to effectively use [[spoiler:status effects in the Parallel Universe]] due to their different mechanics. The Cactus, for example, will still build up Thorns if he has only odds, [[spoiler:even if the PU version of Thorns only works within the turn it was made to be like applied because it [[LifeDrain absorbs extra HP instead.]]]]
** If an enemy's HP is 2 or less, they won't pick up
a stupid ''human'' (and programmed ''very well'' for that purpose), rather than simply a badly programmed computer.
* One animated board game for MS-DOS called ''Hexxagon'' was indeed a lot of fun. Pit red gems against chrome drops on a hexagonal board in deep space. Landing next to your opponent's pieces
burning dice, knowing it would transform kill them. However, if the [[spoiler:Rose Rule]] is active, they'll still pick it up at [=3HP=], thinking it'll still deal 2 fire damage to themself, [[HoistByHisOwnPetard but the extra 1 fire damage will do them into your own. The hard Craniac was in.]]
** In ''Reunion'', Buster can't do damage if he rolls all evens since he needs odds to use Incinerate. Despite this, he'll still use his evens to use Scorch, which increases the HP cost of each burning dice, even if he didn't burn any.
* ''VideoGame/TheDivision2'' has some pretty good AI that is
usually pretty good, but when it was running competent with regards to taking cover, using grenades to flush enemies out of spaces cover, and providing support to go, it tended one another. However, sometimes their priorities cause them to make stupid moves such as jumping pieces into spaces it could have cloned into tactical errors.
** While the AI understands the concept of flanking
and in the process of doing so, will attempt to use it, you will often opening up holes allowing its opponent see enemies deciding to capture some run for a cover position that flanks the players but requires charging into the open and right past the player to reach, and they won't make any attempt to fire on the player while moving into position, giving the player ample time to gun them down.
** Heavy elites, who are covered in a massive amount
of its pieces. These stupid moves body armor that has to be torn away before they'll take damage, are usually cropped slow moving but can break into a sprint if they're being chewed up when the Craniac was losing, so it rarely changed who won the game, although if you had been narrowly losing to it, such from a move could turn the tide in your favour. On lower difficulties, the Craniac distance. They can also tended to make stupid moves much more frequently, but in those cases, it was expected behaviour.
* For ''TabletopGame/{{Monopoly}}'' video game adaptations, it runs into this trope
one-shot deployable items like turrets or healing hives with its AI:
**
a melee attack. The UsefulNotes/NintendoEntertainmentSystem has a noticeable flaw with its AI. It issue is that they will get hung up on unrealistic trades immediately prioritize any deployable they spot that are not realistically possible. It's possible they have a path to, even if that it will try path requires them to trade Park Place or Boardwalk straight up to another AI player charge across a wide open area and it will usually get declined by that player. It will also waste climb several seconds proposing trades before either quitting or getting declined.
ledges to reach. This can easily be exploited by clever players by throwing a turret onto a high ledge that can be reached, and then tearing into the elite while he ignores them to go kick the turret.
** Creator/{{Ubisoft}}'s ''Monopoly Plus'' has Similarly, one major AI flaw -- when trading, they fail to notice whether the properties you offer are already mortgaged. [[note]]Oddly, they ''do'' notice if you're trying to ''take'' class of heavy elite is armed only with a mortgaged property, slegehammer, and demand less accordingly, which suggests attacks by charging players and delivering an extremely powerful blow. However, this error attack can easily be dodged, meaning that killing this type of elite is no more like a typo difficult than repeatedly dodging and firing while he recovers from a design failure.[[/note]] They also have swing. They're one of the (rather more reasonable) behavior of always unmortgaging properties recieved in trades, whenever possible. Accordingly, it's possible only elite enemies that is easier to mortgage a property, sell it to an AI for full price, watch them spend their cash to unmortgage it, then buy it back for nearly the same price. [[https://www.youtube.com/watch?v=N2FywH_2Fik Repeating this process allows defeat if you to bankrupt an entire table of AIs on turn 1.]]''don't'' use cover.



* ''Website/{{Akinator}}'' can be surprisingly daft at times, since he doesn't really understand the questions he's asking (they're all user-contributed); as a result, he may keep asking you almost identical questions, or directly opposite ones ("Is your character real?" followed by "Is your character fictional (does not really exist)?") Of course, he'll ask if they have black hair and then ask if they have blond hair[[note]]Of course, [[Anime/YuGiOh some characters]] [[Literature/TheStormlightArchive do have multiple hair colors...]][[/note]], plus the always entertaining "Asks if they're from one universe, is told yes, guesses a different universe". This is likely the only program to think ''Franchise/MassEffect'' and ''VideoGame/{{Halo}}'' are the same universe. And sometimes it will ask you if you've met/said hello to the character ''after'' you've confirmed it's a fictional character or dead historical figure. Apparently it believes you might be ''Literature/ThursdayNext'' or a time traveler.
* The ''Bot Wars'' expansion for the Battlestations board game implements this in a tabletop game. The player's opponents are rogue robots which begin the game with below-average skills, and can learn as the adventure progresses. However, the bots also have a huge mothership; ship size is a factor in the difficulty of piloting, the mothership is the highest size possible in the game, and the bots' skills are below average.. No matter how the GM runs the bots, unless he/she fudges the dice rolls, it is perfectly possible for the bots to wreck their own mothership in the opening scenario due to their incompetence in piloting it.
* The autoplay option of most (if not all) solitaire games falls into this; the computer will ''always'' move a card onto the foundation piles (and thus out of play) as soon as it can, even doing so is the worst choice possible.
* Your wingmen in ''VideoGame/AeroFightersAssault'' are generally more competent than those in ''VideoGame/StarFox64'' (probably because the levels are so big and the draw distance so lousy that you'll almost never see them and they can kill enemies without actually having to kill enemies) but they're just as bad in regards to frequently asking for help and being generally helpless. They also will not even attempt to attack the stage bosses, and destroying the bosses is the one thing you need to do to finish 6 of the 8 levels. A harmless- though amusing- example in the dialogue: Volk will often follow up his "thanks for helping me" line with his enemy taunt, leading to him saying "Much thanks, Comrade; now you will die!" A more meta example in that the two levels where you have no wingmen have a ''significantly'' better frame rate- and thus much better controls- than the other levels of the game. The extra strain placed on the game by creating and keeping track of your wingmen slows the game down painfully in the bulk of the levels.
* Computer ''TabletopGame/{{Scrabble}}'' games on the hardest level have the entire dictionary available to them, meaning they will have more bingos (using all seven letters for (word score +50 points)) and highest-scoring words in general, ''however'' it absolutely stinks at strategy, opening up triple word scores for you and leaving vowels next to triple letter scores (consonants are worth more points) and not playing in areas that would block the human.

to:

* ''Website/{{Akinator}}'' The interactive game ''VideoGame/{{Facade}}'' can be surprisingly daft at times, since he doesn't really understand the questions he's asking (they're all user-contributed); beaten entirely by answering "yes" to every question, as a result, he may keep asking you almost identical questions, or directly opposite ones ("Is your character real?" followed proven by "Is your character fictional (does not really exist)?") Of course, he'll ask if they have black hair and then ask if they have blond hair[[note]]Of course, [[Anime/YuGiOh some characters]] [[Literature/TheStormlightArchive do have multiple hair colors...]][[/note]], plus the always entertaining "Asks if they're from one universe, is told yes, guesses a different universe". WebVideo/{{Brutalmoose}} in his video.
*
This is likely the only program to think ''Franchise/MassEffect'' and ''VideoGame/{{Halo}}'' are the same universe. And sometimes it will ask you if you've met/said hello to the character ''after'' you've confirmed it's a fictional character or dead historical figure. Apparently it believes you might be ''Literature/ThursdayNext'' or a time traveler.
* The ''Bot Wars'' expansion for the Battlestations board game implements this in a tabletop game. The player's opponents are rogue robots which begin the game
plagued computerised Go engines (especially when compared with below-average skills, and can learn as the adventure progresses. computerised Chess engines) until a few years ago, with them being trounced by professional Go players even when given substantial advantages. However, the bots also have latest version of [=AlphaGo=], an AI whose design represents a huge mothership; ship size is a factor major breakthrough in computer Go, seems to be far stronger than any human player, going undefeated against top professionals. Part of the difficulty of piloting, reason it took so much longer to build a professional-level Go program is that the mothership search space is the highest size much larger compared to Chess — there are typically two or three hundred possible in the game, and the bots' skills are below average.. No matter how the GM runs the bots, unless he/she fudges the dice rolls, it is perfectly possible for the bots to wreck their own mothership in the opening scenario due to their incompetence in piloting it.
* The autoplay option of most (if not all) solitaire games falls into this; the computer will ''always'' move a card onto the foundation piles (and thus out of play) as soon as it can, even doing so is the worst choice possible.
* Your wingmen in ''VideoGame/AeroFightersAssault'' are generally more competent than those in ''VideoGame/StarFox64'' (probably because the levels are so big and the draw distance so lousy that you'll almost never see them and they can kill enemies without actually having to kill enemies) but they're just as bad in regards to frequently asking for help and being generally helpless. They also will not even attempt to attack the stage bosses, and destroying the bosses is the one thing you need to do to finish 6 of the 8 levels. A harmless- though amusing- example in the dialogue: Volk will often follow up his "thanks for helping me" line with his enemy taunt, leading to him saying "Much thanks, Comrade; now you will die!" A more meta example in that the two levels where you have no wingmen have a ''significantly'' better frame rate- and thus much better controls- than the other levels of the game. The extra strain placed on the game by creating and keeping track of your wingmen slows the game down painfully in the bulk of the levels.
* Computer ''TabletopGame/{{Scrabble}}'' games on the hardest level have the entire dictionary
moves available to them, meaning they will have either player, and most games last over two hundred moves — so it's not feasible to analyze all possible sequences for more bingos (using all seven letters for (word score +50 points)) and highest-scoring words in general, ''however'' it absolutely stinks at strategy, opening up triple word scores for you and leaving vowels next to triple letter scores (consonants are worth more points) and not playing in areas that would block the human.than a few moves ahead.



* The AI for ''[[TabletopGame/{{Talisman}} Talisman: Digital Edition]]'' ends up having fairly frequent moments where it shows that it is a different kind of special:
** It will happily overload its inventory by crafting a raft at a woods space, then take a talisman from a player that attacks it before their next turn (despite already having one) and drop the raft it just spent the previous turn crafting, and then on its very next turn, craft another raft.
** It will always drop the Amulet from its inventory even if it just picked it up off the ground, even if it is a character that usually doesn't have enough Craft to even hold on to a single spell.
** It will always pick up every item it encounters that it legally can, including the previously mentioned amulet. When this puts it over the inventory limit, it may discard a much more useful item (such as a weapon)
* The interactive game ''VideoGame/{{Facade}}'' can be beaten entirely by answering "yes" to every question, as proven by WebVideo/{{Brutalmoose}} in his video.
** But if you want to ''end'' the game rapidly, you can just type in "melon" and watch as a greatly offended Trip kicks you out of the apartment. The game's speech recognition system detects when players say a vulgar word and makes Trip and Grace react appropriately. However, the game also tries to incorporate various slang terms as well, which can catch a player off-guard when one of these words is typed in a perfectly innocent context and Trip shoves them out the door. It's not the only example of a seemingly innocuous word causing Trip to prudishly force you out of the apartment, but "melon" is by far the most famous example.
* In ''VideoGame/WonderlandAdventures'' [[NonPlayerCharacter NPCs]] will make no effort to avoid danger when you tell them where to go, and will always take the same path between tiles even if it kills them.
* The first video game based on the ''Wipeout'' television series has downright idiotic AI. There are only a small handful of obstacles in ''the entire game'' that the AI is capable of navigating. Bump the difficulty past the easiest level and the AI will complete ''one'' obstacle each in the first and final rounds and wipe out on everything else through zero interference on your part. A heaping dose of TheComputerIsACheatingBastard is used to offset these tendencies.
* In ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'', the Monokuma enemies have a problem at getting around walls chasing after dancing Siren Monokumas. They just run around trying to get to it, but failing.
* Enemies in the original ''VideoGame/{{Trine}}'' are not clever when it comes to water, which kills them instantly, and falls, which do likewise if of sufficient distance. There's even one boss-level enemy - the second crystal troll you face - which can be lured into charging over a cliff edge, leading to instant death. The goblins in the sequel are a bit smarter, although they're still not good with environmental hazards or not shooting each other.
* ''Ms. Pac-Man: Maze Madness'' has this in the multiplayer mode.
** In Dot Mania mode (collect 80 Pac-Dots first to win), [=AIs=] have a tendency to run into ghosts and hazards even if there's an alternate path that they can take.
** In Da Bomb mode (a 30-second bomb is held by one player, who must pass it to another; be the last one alive to win), [=AIs=] often make dumb decisions, like running to the back in a straight line into a wall after tagging a living player, thus making them easier to get re-tagged again.
** In general, when they're not blatantly cheating when it comes to the rules, the multiplayer [=AIs=] tend to run back and forth or use portals for no reason. Both cases can leave them defenseless to ghosts and hazards.
* The AI in ''VideoGame/Hitman2016'' does not always handle hazards well. As seen in [[https://www.youtube.com/watch?v=65IPyQBgbF8 this]] Creator/AchievementHunter video, they will assume that the hazard has been neutralized (which is normally true), even if the corpses of dozens of other people making the same mistake are clearly visible in the hazard. (To say nothing of how nobody thinks twice about stepping in the hazard in the first place...)
* In ''VideoGame/StarControl'':
** In ''Star Control 2'' any computer-controlled ship that attempts to fight an human-controlled Thraddash Torch will lost, as the [=AI=] will happily crash into the [[SpaceMines puffs]] left behind by the afterburners of that ship even if they are harmful, and will not even raise shields on ships that have them like the Utwig or the Yehat ones. Computer-controlled [[MightyGlacier Ur-Quan dreadnoughts]] will happily launch fighters even against ships that can outrun them as the [[FragileSpeedster Pkunk Fury]] and will not use them against the Utwig ship, even if just two fighters lack enough firepower to recharge its shields (and using them against a lone fighter will drain the shields away.)
** In some cases during combat, the [=AI=] in ''Star Control 3'' will run away across the screen without even attempting to engage your ship, a pain in the ass if your ship cannot overtake the enemy one or lacks long-range weapons. This is so bad that the develpers defined one key to end with this behaviour and have the computer-controlled ship attacking you.
* The board game ''On The Underground'' features a rules-controlled tourist who will visit new destinations in London every turn. In the standard rules he will always favor riding a train over walking any distance, meaning that he will take a long and complex route around multiple Underground lines in order to reach a station that's right next to him. Since you score whenever he rides a line you own, accommodating his bizarre behavior becomes a significant part of the game. Arguably justified in that the abstract nature of the Tube map means that some tourists in London [[TruthInTelevision do actually do this]] since the true distances between stations are not clear - notorious errors being riding between Leicester Square and Piccadilly Circus (you can see one from the other) or changing from the Bakerloo Line at Baker Street to go to Great Portland Street (when staying on the Bakerloo Line would take you to Regent's Park, which is less than a minute's walk from Great Portland Street station).
* A few missions in ''VideoGame/DestroyAllHumans'' require the player to follow certain characters to specific places or hypnotize them to perform a certain task. One mission in particular has the player escort a character back to their saucer, and once they start running, they will not stop for ANYTHING. This includes a busy street, where [[https://youtu.be/qqGrLGEdWeg?t=2h29m25s this]] almost inevitably happens.
** Perhaps the most glaring example occurs in Rockwell, where hiding beneath the bridge near the fairgrounds whilst being hunted causes the AI to fail hilariously at getting to the player. Most of them will pile up on the bridge itself, some even getting killed as more and more crash into each other while the enemies on foot occasionally walk off the edge and fall to their deaths. The rest that manage to get beneath the bridge where the player is hiding will drive their vehicles straight into the water.
* In the TabletopGame/{{chess}} app ''Play Magnus'', Magnus at low ages is programmed to refuse all draw offers, no matter how hopeless his position is. Even if any remotely competent player can checkmate him in a few moves, he won't take the draw. Even if a draw is the best he can hope for anyway, he'll insist that you keep playing. Word of God says that he does this to prevent players from accumulating a lot of points at the bottom levels with almost no work: if he accepted draws in clearly lost positions, you could just capture a couple of pieces in the first moves, and then offer a draw.
* ''VideoGame/TheHobbit1982'' is still something of a landmark in terms of immersive AI; the characters could act on routines, grow bored, or refuse orders. Unfortunately, the game was ''far'' too ambitious for its time, because instead of acting like the characters in the book, this meant everyone acted like suicidally insane weirdos suffering from AttentionDeficitOohShiny Just for example, it's very possible to reach Laketown and discover that Bard the Bowman got bored of waiting, wandered off, and got eaten by wolves. And if he is still alive, it's not uncommon for him to point-blank refuse to kill the giant dragon barreling down on his hometown.

to:

* The AI for ''[[TabletopGame/{{Talisman}} Talisman: Digital Edition]]'' ends up having fairly frequent moments where it shows that it is a different kind of special:
** It will happily overload its inventory by crafting a raft at a woods space, then take a talisman from a player that attacks it before their next turn (despite already having one) and drop
usual method to beat the raft it just spent the previous turn crafting, and then on its very next turn, craft another raft.
** It will always drop the Amulet from its inventory even if it just picked it up off the ground, even if it is a character that usually doesn't have enough Craft to even hold on to a single spell.
** It will always pick up every item it encounters that it legally can, including the previously mentioned amulet. When this puts it over the inventory limit, it may discard a much more useful item (such as a weapon)
* The interactive game ''VideoGame/{{Facade}}'' can be beaten entirely by answering "yes" to every question, as proven by WebVideo/{{Brutalmoose}}
last boss in his video.
** But if you want to ''end'' the game rapidly, you can just type in "melon" and watch as a greatly offended Trip kicks you out of the apartment. The game's speech recognition system detects when players say a vulgar word and makes Trip and Grace react appropriately. However, the game also tries to incorporate various slang terms as well, which can catch a player off-guard when one of these words is typed in a perfectly innocent context and Trip shoves them out the door. It's not the only example of a seemingly innocuous word causing Trip to prudishly force you out of the apartment, but "melon" is by far the most famous example.
* In ''VideoGame/WonderlandAdventures'' [[NonPlayerCharacter NPCs]] will make no effort to avoid danger when you tell them where to go, and will always take the same path between tiles even if it kills them.
* The first video game based on the ''Wipeout'' television series has downright idiotic AI. There are only a small handful of obstacles in ''the entire game'' that the AI is capable of navigating. Bump the difficulty past the easiest level and the AI will complete ''one'' obstacle each in the first and final rounds and wipe out on everything else through zero interference on your part. A heaping dose of TheComputerIsACheatingBastard is used to offset these tendencies.
* In ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'', the Monokuma enemies have a problem at getting around walls chasing after dancing Siren Monokumas. They just run around trying to get to it, but failing.
* Enemies in the original ''VideoGame/{{Trine}}'' are not clever when it comes to water, which kills them instantly, and falls, which do likewise if of sufficient distance. There's even one boss-level enemy - the second crystal troll you face - which can be lured into charging over a cliff edge, leading to instant death. The goblins in the sequel are a bit smarter, although they're still not good with environmental hazards or not shooting each other.
* ''Ms. Pac-Man: Maze Madness'' has this in the multiplayer mode.
** In Dot Mania mode (collect 80 Pac-Dots first to win), [=AIs=] have a tendency to run into ghosts and hazards even if
''VideoGame/GuitarHero III'' invokes this. Basically, there's an alternate path that they can take.
** In Da Bomb mode (a 30-second bomb is held by one player, who must pass it to another; be the last one alive to win), [=AIs=] often make dumb decisions, like running to the back in a straight line into a wall after tagging a living player, thus making them easier to get re-tagged again.
** In general, when they're not blatantly cheating when it comes to the rules, the multiplayer [=AIs=] tend to run back and forth or use portals for no reason. Both cases can leave them defenseless to ghosts and hazards.
* The AI in ''VideoGame/Hitman2016'' does not always handle hazards well. As seen in [[https://www.youtube.com/watch?v=65IPyQBgbF8 this]] Creator/AchievementHunter video, they will assume that the hazard has been neutralized (which is normally true), even if the corpses of dozens of other people making the same mistake are clearly visible in the hazard. (To say nothing of how nobody thinks twice about stepping in the hazard in the first place...)
* In ''VideoGame/StarControl'':
** In ''Star Control 2'' any computer-controlled ship that attempts to fight an human-controlled Thraddash Torch will lost, as the [=AI=] will happily crash into the [[SpaceMines puffs]] left behind by the afterburners of that ship even if they are harmful, and will not even raise shields on ships that have them like the Utwig or the Yehat ones. Computer-controlled [[MightyGlacier Ur-Quan dreadnoughts]] will happily launch fighters even against ships that can outrun them as the [[FragileSpeedster Pkunk Fury]] and will not use them against the Utwig ship, even if just two fighters lack enough firepower to recharge its shields (and using them against a lone fighter will drain the shields away.)
** In some cases during combat, the [=AI=] in ''Star Control 3'' will run away across the screen without even attempting to engage your ship, a pain in the ass if your ship cannot overtake the enemy one or lacks long-range weapons. This is so bad that the develpers defined one key to end with this behaviour and have the computer-controlled ship attacking you.
* The board game ''On The Underground'' features a rules-controlled tourist who will visit new destinations in London every turn. In the standard rules he will always favor riding a train over walking any distance, meaning that he will take a long and complex route around multiple Underground lines in order to reach a station that's right next to him. Since you score whenever he rides a line you own, accommodating his bizarre behavior becomes a significant part of the game. Arguably justified in that the abstract nature of the Tube map means that some tourists in London [[TruthInTelevision do actually do this]] since the true distances between stations are not clear - notorious errors being riding between Leicester Square and Piccadilly Circus (you can see one from the other) or changing from the Bakerloo Line at Baker Street to go to Great Portland Street (when staying on the Bakerloo Line would take you to Regent's Park, which is less than a minute's walk from Great Portland Street station).
* A few missions in ''VideoGame/DestroyAllHumans'' require the player to follow certain characters to specific places or hypnotize them to perform
a certain task. One mission point where a Whammy attack will kill him in one hit. Why is this? In that particular has the player escort a character back to their saucer, and once they start running, they will not stop for ANYTHING. This includes a busy street, where [[https://youtu.be/qqGrLGEdWeg?t=2h29m25s this]] almost inevitably happens.
** Perhaps the most glaring example occurs in Rockwell, where hiding beneath the bridge near the fairgrounds whilst being hunted causes the AI to fail hilariously at getting to the player. Most of them will pile up on the bridge itself, some even getting killed as more and more crash into each other while the enemies on foot occasionally walk off the edge and fall to their deaths. The rest that manage to get beneath the bridge where the player is hiding will drive their vehicles straight into the water.
* In the TabletopGame/{{chess}} app ''Play Magnus'', Magnus at low ages is programmed to refuse all draw offers, no matter how hopeless his position is. Even if any remotely competent player can checkmate him in a few moves, he won't take the draw. Even if a draw is the best he can hope for anyway, he'll insist that you keep playing. Word of God says that he does this to prevent players from accumulating a lot of points at the bottom levels with almost no work: if he accepted draws in clearly lost positions, you could just capture a couple of pieces in the first moves, and then offer a draw.
* ''VideoGame/TheHobbit1982'' is still something of a landmark in terms of immersive AI; the characters could act on routines, grow bored, or refuse orders. Unfortunately, the game was ''far'' too ambitious for its time, because
section, instead of acting like using the characters in whammy bar to recover, he just hammers the book, this meant everyone acted like suicidally insane weirdos suffering from AttentionDeficitOohShiny Just for example, it's very possible to reach Laketown and discover that Bard the Bowman got bored of waiting, wandered off, and got eaten by wolves. And if STRUM BAR until he is still alive, it's not uncommon for him to point-blank refuse to kill the giant dragon barreling down on his hometown.kills himself. One critical flaw in an otherwise complete bastard.




to:

* One animated board game for MS-DOS called ''VideoGame/{{Hexxagon}}'' was indeed a lot of fun. Pit red gems against chrome drops on a hexagonal board in deep space. Landing next to your opponent's pieces would transform them into your own. The hard Craniac was usually pretty good, but when it was running out of spaces to go, it tended to make stupid moves such as jumping pieces into spaces it could have cloned into and in the process of doing so, often opening up holes allowing its opponent to capture some of its pieces. These stupid moves usually cropped up when the Craniac was losing, so it rarely changed who won the game, although if you had been narrowly losing to it, such a move could turn the tide in your favour. On lower difficulties, the Craniac also tended to make stupid moves much more frequently, but in those cases, it was expected behaviour.
* The AI in ''VideoGame/Hitman2016'' does not always handle hazards well. As seen in [[https://www.youtube.com/watch?v=65IPyQBgbF8 this]] Creator/AchievementHunter video, they will assume that the hazard has been neutralized (which is normally true), even if the corpses of dozens of other people making the same mistake are clearly visible in the hazard. To say nothing of how nobody thinks twice about stepping in the hazard in the first place...
* ''VideoGame/TheHobbit1982'' is still something of a landmark in terms of immersive AI; the characters could act on routines, grow bored, or refuse orders. Unfortunately, the game was ''far'' too ambitious for its time, because instead of acting like the characters in the book, this meant everyone acted like suicidally insane weirdos suffering from AttentionDeficitOohShiny Just for example, it's very possible to reach Laketown and discover that Bard the Bowman got bored of waiting, wandered off, and got eaten by wolves. And if he is still alive, it's not uncommon for him to point-blank refuse to kill the giant dragon barreling down on his hometown.
* Old PC or video game versions of ''Series/{{Jeopardy}}'' in the early 1990s had the AI contestants buzz in and answer in complete gibberish. The answer pool was so small that pulling a wrong answer from that could clue another player in later. Other versions had ''no'' answer pool, resulting in the correct response or the ''same'' gibberish every time. Examples include ZWXYZ on the Game Boy and XXX on the Genesis versions. This is true for the NES versions as well (save for Super Jeopardy!), but the gibberish is the exact same length as the correct response, and often shows some letters in the response as well. For example, if a correct response is [=TVTropes=], the AI would show something like *V@r#pes.
* Exploiting the ArtificialStupidity of the guards in ''VideoGame/LodeRunner'' is very useful, with some levels relying on it. For instance, you can position yourself on a ladder so they climb upwards when you're directly below them.
* The final boss of ''VideoGame/MagicTheGatheringBattlegrounds'' has the ability to cast any spell in the game, any time he likes. Theoretically this means he should be able to spam you with giant monsters while countering any spell that you try to cast. Instead, he just sort of hangs around not doing much, and can be trapped in a loop by summoning the same low-level Mook over and over again. This is, of course, intentional, as that level of power would by simply impossible to oppose if he used it in anything like a sensible fashion, but it's rather unsatisfying to beat a boss that could {{curb stomp|Battle}} you at will for no other reason than that he was too dumb to actually ''do'' it.
* ''TabletopGame/MagicTheGathering: Duels of the Planeswalkers'':
** Sometimes, the computer can come up with masterful combos and expert tactical plans. Other times: they sacrifice their last point of life to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=371 Pestilence]] in order to kill some [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189878 Llanowar Elves]], and summoning a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193868 Lord of the Pit]] and then doing nothing with it, meaning it eats all the computer's monsters and starts on the computer's life total. In particular, it will only attack if the creature is guaranteed to survive the creatures you have out or it has enough monsters to zerg you to death. This means that it doesn't, for example, fling expendable creatures at you to whittle down your forces, even if those creatures have a significant upkeep like sacrificing a creature.
** Pestilence itself is a global enchantment that deals 1 damage to EVERYTHING ON THE FIELD (including BOTH players) for 1 black mana, repeated as long as you have black mana/creatures (Pestilence is destroyed if no creatures are on the field). Lord of the Pit is a creature with 7 power (deals 7 damage), 7 toughness (can take 7 damage), is flying (can only be blocked by other fliers or creatures with "Web"), and has FIRST STRIKE (His 7 damage can be spread however he likes first, and ''then'' any defenders still alive deal damage to him, when normally both sides deal damage at once). This came at the drawback of needing to sacrifice a creature every round, if you didn't, he did 7 damage to his controller. Many a game was won by simply wiping the creatures away, or stalling until your opponent ran out.
** Force of Nature had 8 Power, 8 Toughness, and had Trample (and extra damage above and beyond a defending creature's toughness hit the player-usually extra damage is wasted). This was at the expense of 4 green mana every round, or Force of Nature did 8 damage to the player. Destroying land, however, is tough, but one card made it easier: Living Lands. Living Lands turns all Forests (which PRODUCE the vital green mana) into 1 power, 1 toughness creatures. The AI was more then happy to fling these pipsqueaks at you. You can see where this is going...Extra Stupid in that AI decks seemed to run both Force of Nature and Living Lands together. Only one deck had Force of Nature without Living Lands, and that one's a Green/White mix deck.
** The AI had a real problem with ''Spirit Link'', which causes a creature to grant you 1 life for each damage it deals. A classic trick is to play it on an opponent's creature, making it unable to harm you. The AI would completely ignore this and continue attacking with the creature. You could go even further, and stack up to four Spirit Links on the creature; the AI would continue to attack you with it without noticing that each attack was ''increasing'' your life by 3x the creature's power. This could extend to being outright risible when the AI began to sacrifice cards to buff the amount of damage it did!
* The Windows program ''VideoGame/MissionMaker'' has extremely primitive AI. Make a character 'Seek and Destroy' the player, then get another character between them. The hostile character, instead of moving around, will ''kill the other character to get to the player''.
* For ''TabletopGame/{{Monopoly}}'' video game adaptations, it runs into this trope with its AI:
** The UsefulNotes/NintendoEntertainmentSystem has a noticeable flaw with its AI. It will get hung up on unrealistic trades that are not realistically possible. It's possible that it will try to trade Park Place or Boardwalk straight up to another AI player and it will usually get declined by that player. It will also waste several seconds proposing trades before either quitting or getting declined.
** Creator/{{Ubisoft}}'s ''Monopoly Plus'' has one major AI flaw -- when trading, they fail to notice whether the properties you offer are already mortgaged. [[note]]Oddly, they ''do'' notice if you're trying to ''take'' a mortgaged property, and demand less accordingly, which suggests this error is more like a typo than a design failure.[[/note]] They also have the (rather more reasonable) behavior of always unmortgaging properties received in trades, whenever possible. Accordingly, it's possible to mortgage a property, sell it to an AI for full price, watch them spend their cash to unmortgage it, then buy it back for nearly the same price. [[https://www.youtube.com/watch?v=N2FywH_2Fik Repeating this process allows you to bankrupt an entire table of AIs on turn 1.]]
* The board game ''TabletopGame/OnTheUnderground'' features a rules-controlled tourist who will visit new destinations in London every turn. In the standard rules he will always favor riding a train over walking any distance, meaning that he will take a long and complex route around multiple Underground lines in order to reach a station that's right next to him. Since you score whenever he rides a line you own, accommodating his bizarre behavior becomes a significant part of the game. Arguably justified in that the abstract nature of the Tube map means that some tourists in London [[TruthInTelevision do actually do this]] since the true distances between stations are not clear - notorious errors being riding between Leicester Square and Piccadilly Circus (you can see one from the other) or changing from the Bakerloo Line at Baker Street to go to Great Portland Street (when staying on the Bakerloo Line would take you to Regent's Park, which is less than a minute's walk from Great Portland Street station).
* ArtificialStupidity has been with us since the [[OlderThanTheNES days of]] ''VideoGame/PacMan''. Because of the way the AI (highly advanced for the time) was programmed without any RNG whatsoever, patterns were discovered that guaranteed that the ghosts wouldn't eat you, even up to [[KillScreen level 256]]. One of the two big innovations on the Pac-Man formula that made Ms. Pac-Man so big was just randomizing the location to which each ghost went at the start, making such pattern play unreliable.
%%** ''[[VideoGame/MsPacManMazeMadness Ms. Pac-Man: Maze Madness]]'' has this in the multiplayer mode.
* In the TabletopGame/{{chess}} app ''VideoGame/PlayMagnus'', Magnus at low ages is programmed to refuse all draw offers, no matter how hopeless his position is. Even if any remotely competent player can checkmate him in a few moves, he won't take the draw. Even if a draw is the best he can hope for anyway, he'll insist that you keep playing. Word of God says that he does this to prevent players from accumulating a lot of points at the bottom levels with almost no work: if he accepted draws in clearly lost positions, you could just capture a couple of pieces in the first moves, and then offer a draw.
* The AI in the Trainer Challenge section of the ''TabletopGame/{{Pokemon}} Trading Card Game Online'' follows a number of rules that usually do a pretty good job of emulating real play, but sometimes result in them [[HoistByTheirOwnPetard causing their own loss.]] Chief among them seems to be an absolute refusal to discard cards unless the text on a card they play forces them to. Because of this, they will never ''ever'' pay a Pokémon's retreat cost, which means that if they send in a Pokémon with no damaging move (and that is unable to evolve into a form with a damaging move), you can literally just sit there and pass turns until they run out of cards before you do. Which will almost certainly happen, since they will also play trainer cards that draw from the deck at the earliest opportunity, with especial fervor given to Professor Juniper/Sycamore/Research[[note]]User discards their hand and then draws 7 cards[[/note]], exacerbating the process. Additionally, there are many Pokémon cards across the AI trainer's decks that they use incorrectly, or will stick to a set strategy that doesn't involve hurting you, even after they attach enough energy to them to use a damaging move. Examples are given below:
** Zach's Skarmory and Rika's Klefki will only ever use Call For Family[[note]]Searches deck for up to 2 Basic Pokémon and puts them on the bench[[/note]], even if their bench is full.
** Calvin's Floatzel will only ever use Rescue[[note]]Shuffles 3 Pokémon from the user's discard pile into their deck[[/note]], even if there's no Pokémon in the discard pile. Additionally, his Manaphy has no damaging moves.
** Grayson's Plusle will only ever use Positive Hand[[note]]User discards 1 basic Energy card from their hand to draw draw 2 cards from the deck[[/note]]. Funnily enough, despite having a near-identical move selection, his Minun will only ever use its damaging move.
** Juji's Hitmontop will only use Quick Draw[[note]]Draw 1 card[[/note]], Penelope's Deoxys will only use Close Encounter[[note]]Draw 2 cards. Can be used on the first turn of play, unlike most moves[[/note]], and Otis's Yanmega will only use Windfall[[note]]Shuffles the user's hand into their deck and then draws 6 cards[[/note]].
*** In contrast to the rest, Kendall's Dedenne never uses its deck search move and is instead a nasty counter to your fully charged Mons with its Energy Short[[note]]20 damage times the amount of Energy attached the opponent's Active Pokémon[[/note]] attack, but if you send in a 'mon with no energy attached, it has no way to hurt you. Similarly, Logan's Roserade will only use Whiplash[[note]]flip a coin until you get tails; discard an energy from your opponent's Active Pokémon for every heads[[/note]], flailing away at an energy-less monster for the same result.
*** Disappointingly for the final fight in the final league, Daniel's deck features a Solrock that will always use Solar Generator[[note]]Searches the user's deck for up to 2 Special Energy cards, and reveals them to the opponent before adding them to their hand[[/note]], even though he only has two special energy in his deck anyway. He also uses the same Dedenne card that Kendall has.
*** Mick is a tough opponent, with deadly annoyances in Simisear, Magcargo and Torkoal, and a brutal self-fueling Blaziken, and, though rarely played, the Camerupt EX that appears in his Platinum and City Championship decks can hit hard with its Tumbling Attack... But once it gets enough Energy to use Explosive Jet[[note]]The user may discard as many Fire Energy attached to their Pokémon as they wish, dealing 50 damage times the number of Energy discarded[[/note]], its threat is [[ViolationOfCommonSense completely neutralized]] because, as stated above, the AI will not willingly discard Energies under any circumstance, and this particular card gives poor Mick the freedom of choice.
** And on top of all this, all AI trainers in the game seem to share the same behavior where, if you [[SheatheYourSword decline to attack them enough times,]] they will... [[WhyIsntItAttacking just stop attacking you as well,]] and each of you can just keep drawing cards until one of you decks out.
*** The reason for this appears to be that the AI is only ever prompted to attack the player when the AI attaches an energy card or a "Pokémon Tool" card to one of their own Pokémon. Therefore, if the AI has no Energy or Tools in their hand (and no Trainer cards that they can use to obtain them), they will not make an attack, even if their Active Pokémon has enough Energy attached to it to do so. The AI will also not attach more Energy to a Pokémon than it needs for its most costly move (even if it never uses the move, as demonstrated above), so in a scenario where the AI has Energy cards in their hand but all the Pokémon they have in play are "full"[[note]]and they have no Tools to use[[/note]], they also won't attack.
* [[spoiler:Wheatley, also known as the Intelligence Dampening Sphere]] in ''VideoGame/Portal2'' is a deliberate InUniverse example, described by [=GLaDOS=] as "the product of the greatest minds of a generation working together with the express purpose of building the dumbest moron who ever lived", and "the moron they built to make me an idiot". It's actually not a totally straight example, as this A.I. was made to be like a stupid ''human'' (and programmed ''very well'' for that purpose), rather than simply a badly programmed computer.
* If you've ever played a video game adaptation of a game show, you've probably encountered computer contestants that couldn't answer simple questions correctly. ''Series/PressYourLuck'' for the Wii is one of the JustForFun/{{egregious}} examples, with computer opponents answering questions such as "What animal do we get milk from?", "What is 36 divided by 6?", or "How many months are in a year?" wrong.
* Computer ''TabletopGame/{{Scrabble}}'' games on the hardest level have the entire dictionary available to them, meaning they will have more bingos (using all seven letters for (word score +50 points)) and highest-scoring words in general, ''however'' it absolutely stinks at strategy, opening up triple word scores for you and leaving vowels next to triple letter scores (consonants are worth more points) and not playing in areas that would block the human.
* In ''VideoGame/TheSimpsonsRoadRage'', buses constantly crash into anything in sight without any provoking them, typically you.
* The autoplay option of most (if not all) ''TabletopGame/{{Solitaire}}'' games falls into this; the computer will ''always'' move a card onto the foundation piles (and thus out of play) as soon as it can, even doing so is the worst choice possible.
* In ''VideoGame/SplinterCell: Conviction'', at one point you are confronted with an enemy helicopter gunship. It always shoots in front of Sam and never thinks to try and flank him.
* In ''VideoGame/StarControl'':
** In ''Star Control 2'' any computer-controlled ship that attempts to fight an human-controlled Thraddash Torch will lost, as the [=AI=] will happily crash into the [[SpaceMines puffs]] left behind by the afterburners of that ship even if they are harmful, and will not even raise shields on ships that have them like the Utwig or the Yehat ones. Computer-controlled [[MightyGlacier Ur-Quan dreadnoughts]] will happily launch fighters even against ships that can outrun them as the [[FragileSpeedster Pkunk Fury]] and will not use them against the Utwig ship, even if just two fighters lack enough firepower to recharge its shields (and using them against a lone fighter will drain the shields away.)
** In some cases during combat, the [=AI=] in ''Star Control 3'' will run away across the screen without even attempting to engage your ship, a pain in the ass if your ship cannot overtake the enemy one or lacks long-range weapons. This is so bad that the develpers defined one key to end with this behaviour and have the computer-controlled ship attacking you.
* The ''VideoGame/StarFox'' series has wingmen's "calling for a help" as a fixed pattern in every side scrolling stages. They can't help themselves and will go down if you don't help them. All-Range Mode, however, turns their stupidity up to eleven. One particularly notable example of how bad the wingmen's AI is in All-Range Mode is in the Star Wolf dogfights in ''VideoGame/StarFox64''. Each Star Wolf pilot is programmed to target a specific member of your squadron. Each wingman will constantly plead for you to help him by shooting down the Star Wolf member who's on his tail. Once you do, he will blissfully fly around in a circle minding his own business and make no effort to help you as the remaining Star Wolf members continue to rip you and your other wingmen to shreds. In a way, this is a blessing, as you don't get points if your wingmen score the killing blow on something. In Sector Z, they become rather competent when it comes to taking down missiles, which is ''not'' a good thing for medal hunters[[note]]and no, you can't just shoot down your wingmen; if any of them are down, you cannot earn a medal[[/note]].
* The AI for ''[[TabletopGame/{{Talisman}} Talisman: Digital Edition]]'' ends up having fairly frequent moments where it shows that it is a different kind of special:
** It will happily overload its inventory by crafting a raft at a woods space, then take a talisman from a player that attacks it before their next turn (despite already having one) and drop the raft it just spent the previous turn crafting, and then on its very next turn, craft another raft.
** It will always drop the Amulet from its inventory even if it just picked it up off the ground, even if it is a character that usually doesn't have enough Craft to even hold on to a single spell.
** It will always pick up every item it encounters that it legally can, including the previously mentioned amulet. When this puts it over the inventory limit, it may discard a much more useful item (such as a weapon)
** But if you want to ''end'' the game rapidly, you can just type in "melon" and watch as a greatly offended Trip kicks you out of the apartment. The game's speech recognition system detects when players say a vulgar word and makes Trip and Grace react appropriately. However, the game also tries to incorporate various slang terms as well, which can catch a player off-guard when one of these words is typed in a perfectly innocent context and Trip shoves them out the door. It's not the only example of a seemingly innocuous word causing Trip to prudishly force you out of the apartment, but "melon" is by far the most famous example.
* Enemies in the original ''VideoGame/{{Trine}}'' are not clever when it comes to water, which kills them instantly, and falls, which do likewise if of sufficient distance. There's even one boss-level enemy - the second crystal troll you face - which can be lured into charging over a cliff edge, leading to instant death. The goblins in the sequel are a bit smarter, although they're still not good with environmental hazards or not shooting each other.
* The first video game based on the ''Series/{{Wipeout}}'' television series has downright idiotic AI. There are only a small handful of obstacles in ''the entire game'' that the AI is capable of navigating. Bump the difficulty past the easiest level and the AI will complete ''one'' obstacle each in the first and final rounds and wipe out on everything else through zero interference on your part. A heaping dose of TheComputerIsACheatingBastard is used to offset these tendencies.
* In ''VideoGame/WonderlandAdventures'' [[NonPlayerCharacter NPCs]] will make no effort to avoid danger when you tell them where to go, and will always take the same path between tiles even if it kills them.
** In Dot Mania mode (collect 80 Pac-Dots first to win), [=AIs=] have a tendency to run into ghosts and hazards even if there's an alternate path that they can take.
** In Da Bomb mode (a 30-second bomb is held by one player, who must pass it to another; be the last one alive to win), [=AIs=] often make dumb decisions, like running to the back in a straight line into a wall after tagging a living player, thus making them easier to get re-tagged again.
** In general, when they're not blatantly cheating when it comes to the rules, the multiplayer [=AIs=] tend to run back and forth or use portals for no reason. Both cases can leave them defenseless to ghosts and hazards.
* Video games for ''Franchise/YuGiOh'' have a particularly poor track record in this area. While some of the games' idiotic moves can be justified by the fact that the AI couldn't possibly know the identity of your facedown cards, and that the kind of analysis that would allow a player to even make the right guesses can be really difficult even for human players, some of the cases are a little more obviously ArtificialStupidity.
** In some games the AI will use an effect that requires paying life points when they have ''that exact amount of life points left.'' For example: AI has 800 life points, AI plays Premature Burial, AI pays 800 life points to use Premature Burial, AI immediately loses.
** Then you have Mokuba, for whom this trope is invoked ''intentionally''. [[WebVideo/YuGiOhTheAbridgedSeries What a digital dummy!]] To give you the idea of how dumb he is, his second strongest monster is [[PromotionalPowerlessPieceOfGarbage Kanan The Swordmistress]], a normal monster with 1400 ATK and 1400 DEF. He summons none of his monsters in defense mode, letting you just keep knocking them down. His entire strategy is to draw ''one'' monster, Cyber Stein, which has the ability to summon a fusion monster. This is the only way you can lose to him, because if he manage to do this, he'll summon ''Blue-Eyes Ultimate Dragon''. Which he will gleefully prompt to crash and burn into your obvious Mirror Force/Sakuretsu Armor/Maneater Bug/Penguin Soldier/etc. Or even worse, into your more obvious Magic Cylinder, which will cause him to ''kill himself'' without fail[[note]]Activating Cyber Stein costs 5000 life points. Magic Cylinder causes an attack by your opponent's monster to be cancelled and the ATK of the monster to be subtracted from his life points. BEUD has 4500 ATK. A normal match has a player begin with 8000 life points[[/note]].
** In many of the earlier games, such as ''Eternal Duelist Soul'', at harder levels, the AI essentially knew the ATK and DEF of any of your facedown monsters, and would make its decisions whether or not to attack based on that. Some of the "good" duelists like Yami Yugi go at you with cards that technically can destroy yours in battle...and then leaves them right open to a strong counterattack when the player is able to capitalize on the fact that they left a monster with 1000-1100 ATK in attack mode at the end of their turn. AttackAttackAttack meets ArtificialStupidity here.
** The AI in ''Tag Force 2'' is considered one of the worst examples of this in a ''Yu-Gi-Oh'' game, to the point where it seems like the game [[TheComputerIsACheatingBastard is actively trying to sabotage your efforts]] when you play a tag duel. A clear example came from a ''Tag Force 4'' ([[https://youtu.be/PshGl7E2NG0?t=1m48s video here)]], when the AI used [[http://yugioh.wikia.com/wiki/Prideful_Roar Prideful Roar]] against [[http://yugioh.wikia.com/wiki/Clear_Vice_Dragon Clear Vice Dragon]]. For the unaware: Prideful Roar pays LP to increase a Monster's ATK to be slightly higher than its target's, but Clear Vice Dragon's ATK is always double that of its attack target ...so it increases again when Prideful Roar activates. The AI paid 2800 Life, took more than double that in damage, and promptly lost.
** The AI in general seems to have trouble with Monsters that can increase or lower ATK. For instance, say you've got Psychic Commander, a 1400 ATK monster that can lower the ATK of Monsters it battles, and the AI has Mystic Tomato, which has equal ATK and can Summon a weak Dark monster when destroyed. The AI is programmed to ram "searchers" into Monsters with equal ATK, so the AI will attempt to ram Mystic Tomato into Psychic Commander, then when that doesn't work, it'll Summon another Tomato from its Deck and do the exact same thing. It will repeat the process until it runs out of Tomatoes. One of the most infamous cases of Tag Force partner stupidity was [[https://youtu.be/yMVXUq0xNKs?t=9m2s this video.]] In a nutshell: The opponent, Para, had Suijin on the field. Suijin can, once per Duel, reduce the ATK of an attacking Monster to 0, so if you try attacking it, you'll lose your Monster and take a ton of damage in the process. Three guesses what the partner, Bastion, did, and the first two don't count. And Bastion is supposed to be TheSmartGuy...
** ''Tag Force Special'' is the first game to feature Pendulum Summoning, and the AI simply ''does not know'' how to handle it. Yuya is by far the worst in this regard, with a near-insane aversion to putting his Pendulum Magicians in their proper spots and a refusal to use Entermate Wizard's effect. On top of this, the AI is set to always perform a strategy when possible, even when it's not a good idea. Pegasus is the most obvious offender, as [[https://www.youtube.com/watch?v=HMVAz3ohz10 this Duel]] shows. And even when they do have a workable strategy, they often don't use it; Kaiba will often Summon Kaibaman in ATK and then do nothing with it, even when he has a Blue-Eyes right there in his hand.
** ''Tag Force Special'' also reveals a rather large bug in the game's AI, since one of the {{Starter Villain}}s from ''Anime/YuGiOhArcV'', Eita, uses Ordeal of a Traveler. It makes your opponent guess the type of card in your hand whenever they try to attack, and if they fail to guess, their attacking monster gets bounced. The main trick with the card is remembering the cards in your opponent's hand... something that the AI simply does not do. Even when Eita has one card in his hand, he's revealed it to be a monster four times, and he hasn't played any other cards, your tag partner will continue to rush in, guess "Spell Card!", and get all your cards bounced.
** In ''VideoGame/YuGiOhDarkDuelStories'', the AIs have a bad habit of offering high-ATK monsters as tributes to summon something of the same strength or even weaker, example: Offering "Jirai Gumo"(2200ATK/100DEF) as a tribute to Tribute Summon "Catapult Turtle" (1000ATK/2000DEF). The AI also likes to use monsters who have lower ATK than DEF to attack, as long as the ATK is at least half the DEF. Sometimes, Yami Yugi will use "Megamorph" (which acts like a universal Equip card, increasing a monster's ATK and DEF by 500) on Mystical Elf just so that he can attack... with 1300 ATK.
** There's also its inability to judge the worth of cards in its hands, meaning that it discards randomly whenever an effect makes them do so, which can often make them cripple their entire strategy by eliminating their most important card. To wit: The AI has three cards, which consist of a weak monster, a strong monster whose level is too high to be summoned, and a spell which makes the user discard a card but would let him summon the stronger monster. The AI will, 50% of the time, activate the spell, discard the stronger monster, and then summon the weaker monster which wouldn't need the spell in the first place.
** ''Anime/YuGiOh5Ds'''s Duel Transer/Master of the Cards is also not immune. The AI Computer opponent you have unlocked initially has a few decks that are easy to overcome, but for some reason it likes to set off a combo of Waboku and Hallowed Life Barrier. Waboku stops you taking damage that turn and stops your monsters from being killed, Hallowed Life Barrier is basically the same, except you need to discard a card to activate it, and all it does is nullify battle and effect damage, not protect monsters.
** The AI is incapable of deciding whether or not using particular traps is a good idea or not. If your opponent has Torrential Tribute set (a trap which wipes all monsters on the field when activated), they'll use it even if the monster they already have on the field is stronger than the one you just summoned (of course if you're doing this, they might foresee your equipping it with something). Then again, they'll often wipe the whole field even if they have a ''much'' stronger monster out. Opponents using Torrential Tribute to destroy the whole field when they have a 2500+ ATK ritual monster out when all you did was summon a relatively weak monster is common enough to count as a strategy to get rid of their monsters.
*** Not to mention that they will tribute summon their powerful monster, and then play Torrential Tribute, wiping out everything. Also done with Dark Hole.
** Despite being the main character, Yugi will often make the baffling decision to keep summoning Sinister Serpent, an effect monster with 300 ATK and 250 DEF. It's effect is to keep showing up in his hand if it's destroyed. Good if you plan on sacrificing it, but he never does this. He keeps it out until you vaporize it with a much stronger monster, and then keep summoning it just because.
** Total Defense Shogun is particularly weak in the hands of the AI. It has 1550 ATK, 2500 DEF, and ''it can attack while in defense mode''. Whenever they play/use/control one however, they will always switch it to attack mode. So, basically, the AI weakens the monster by 950 points, AND opens themselves up to Life Point damage voluntarily.
** The AI will sometimes use Premature Burial or Call of the Haunted to summon Gearfried the Iron Knight. Either of those cards can be used to summon a monster from the Graveyard, but the card is then equipped to the monster; if the card is destroyed, so is the monster it summoned. Gearfried destroys any card that is equipped to it automatically. Yeah... Even more humorous because Premature Burial costs 800 life points to use.
** The AI has also been known to do things like take control of your monster using a card like Change Of Heart, which takes yours for one turn, but then boost its stats with a permanent equip spell. So at the end of your turn, you get your monster back, only the AI has actually helped you. Similarly, it's a common player strategy to SuicideAttack a weaker Monster into a stronger one, because the weaker Monster has an effect that activates in the Graveyard (see: Sangan, Mystic Tomato). The AI will do this with Monsters they've taken control of, even though cards revert to their owner's control in the Graveyard - so if an AI attacks with a stolen Sangan, it goes back to your Graveyard and YOU get the effect while they take damage. Thanks, buddy!
** In ''VideoGame/YuGiOhDungeonDiceMonsters'', any character not found in the anime will just summon around their Heart Points and will eventually use up all their summons. They will then be unable to do anything, allowing you to have as many rolls as you need to summon anything. The Exodia pieces can be summoned this way, and by summoning them all, you get an instant win, and the AI is powerless to stop you. You can beat ''anyone'' in the game with an equally inane strategy. There are summonable "items" in the game which take the form of chests. Only the summoner knows what's in the chest, and it activates when a monster passes over it. The AI will ''never'' run over your chests, in the expectation that it might be a trap (and, to be fair, it might). However, it is possible, by spamming cheap summons, to block your opponent so that the only path to your heart points is through the chest. At which point, the AI will helpfully sit around, waiting for you to kill them. Also, the AI will never attack your monsters unless it can one-shot-kill the monster, ''and usually not even then.'' The AI will never use its own items even if they're beneficial, so you can use their items to power up your monsters or even ''revive your destroyed monsters.'' The AI will never use its monsters' special effects (the sole exception being Orgoth the Relentless) even if they have the crests to do so. You can be ''right next to the enemy's Die Master'' getting ready to secure the winning strike, and the AI ''still will not attack your monster'' or attempt to protect itself. Again- with rare exceptions. The AI will also head straight for your die master and get stuck in corners and dead-ends as a result. The AI will even select dice that make it physically impossible for the AI to summon a monster.
** Macro Cosmos Decks turn most games against the AI into a comedy of errors. Macro Cosmos [[DeaderThanDead removes any card that would enter the Graveyard from play]], meaning that many strategies centering around the Graveyard become fairly crippled. A human player would attempt to destroy Macro Cosmos as soon as possible, then initiate their normal strategies. Not the AI, which will completely ignore Macro Cosmos and continue to play as if it wasn't there. You haven't seen ArtificialStupidity until you've seen an AI use Foolish Burial to remove its ''own [[GameBreaker Treeborn Frog.]]''
** Oftentimes, there'll be at least one character who plays an Exodia Deck. Exodia is an infamous set of cards: five weak Monsters that, if you hold all five in your hand, let you instantly win the Duel. A human player will try to protect the pieces at any cost, not Summoning or discarding them unless they have a way of getting them back - if you lose a piece, it's game over, since Exodia Decks [[CripplingOverspecialization usually feature little beyond drawing cards and maybe defensive cards]]. The AI has no such qualms, perceiving them as only weak monsters, and will regularly ditch the pieces at the first opportunity. The worst part is when you've got a clear field and the AI decides to summon a 200-ATK Left Arm of the Forbidden One to ''attack you.''
** ''VideoGame/YuGiOhReshefOfDestruction'' mainly averts this, due to having a much simpler ruleset that's harder to screw up, but the computer will always attack your cards if they are face down in defense mode unless their monsters have 0 Attack. This will happen even if you use a card to cover up previously seen monsters.
** An app called ''Yu-Gi-Oh! Duel Generation'' generally has [[ArtificialBrilliance incredible AI.]], but Pot of Duality seems to cause some hiccups. Instead of taking something useful like Mirror Force, they'll take Skelengel. They also take a Field Spell card when they already have ''the exact same card'' already on the field instead of a monster to defend their life points.
** ''Yu-Gi-Oh! Destiny Board Traveler'' has this when the Outer Space board is used. The AI will heavily prioritize summoning monsters, and generally ignore the special spaces, which is a very bad idea on this board, since if a player doesn't go to a special space for 5 turns, they will lose 1000 Life Points. It is very possible to win on this board with this being the only way your AI opponents take any damage at all.
** In ''Eternal Duelist Soul'', the AI doesn't know how to use Special Summons correctly. Mai has a card in her deck called Elegant Egotist, which allows her to Summon a Harpie Lady or a Harpie Lady Sisters from her hand or deck, as long as there is already a Harpie Lady on the field. Harpie Lady Sisters has 1950 ATK and 2100 DEF, and can ''only'' be summoned through Elegant Egotist's effect, while the regular Harpie Lady has 1300 ATK, 1400 DEF, and no effect or summoning conditions. Mai will ''always'' play Elegant Egotist and choose to bring out a second Harpie Lady, even if the player's Monsters have more than 1300 but less than 1950 ATK, and therefore makes one of her cards a total waste of space. Similarly, Yami Yugi will never Summon Valkyrion the Magna Warrior.
** At least in ''Worldwide Edition 2004/Stairway to the Destined Duel'', the AI likes to changes its cards to defense mode if it can't make any meaningful attacks. It'll even do this for cards with higher ATK than defense, leading to cases where a card, especially hard hitters with low defense like Gemini Elf (1900/900), Vorse Raider (1900/1200), or to a lesser extent St. Joan (2800/2000) will be left open to getting splattered when it would've been safer had it stayed in attack mode.
** In the same game, Strings has an odd quick where he likes to play Jam Breeding Machine (which makes him place a Slime Token each turn, but stops him from summoning anything else) without doing anything to back it up, effectively putting a huge target on himself since he's unable to move them to defense mode the same turn they appear, letting you merrily crush them with impunity.
** In games where Weevil is an opponent, he's known to run Cockroach Knight, a card that returns itself to the top of the deck when destroyed. If you destroy it, it'll return to the top of his deck, and then he'll draw it and play it again, ready to be destroyed again. Effectively, he locks himself into drawing the same useless monster, forever.
** The AI tends to prioritize dealing damage to the opponent over everything else. This is especially noticeable in the games based on the Dark Signer arc of ''5D's'', as a large number of duelists run cards that have the ability to attack the other player directly. For example: the AI has a 3000 ATK monster that can attack directly, and 2000 life points, while the player has 5000 life points and a 2000 ATK monster that can also attack directly. Any human player would attack the monster so that they can't be killed on the next turn, but the AI will instead attack directly, setting themselves up for defeat.
** AI characters that use Dark Bribe (negate a Spell or Trap but lets your opponent draw a card) to block the effect of your Upstart Goblin (you draw a card and your opponent gains 1000 LP). So they stop you from drawing a card, and in exchange, they lose a valuable Counter Trap, don't gain 1000 LP... and then you draw a card.
** VideoGame/YuGiOhDuelLinks: The auto-dueling feature can make very dumb moves at times, as can the AI.
*** Yugi's Level 40 deck revolves around spell counters, which he usually uses to power up his attacking monsters even when you've used Mask of Accursed to stop them from attacking. In some cases he'll use Wonder Wand to ''destroy'' the monster even if it's powered up to draw 2 cards.
*** Mai's Level 40 deck revolves around Amazonesses, including Amazoness Chain Master. If it's destroyed and she has enough LP, she ''will'' use it to steal a card from you even if it's worthless. What makes this one stand out is that she has to pay a 1500-LP cost to make it happen; hardly a small price in a game where both players start with 4000.
*** Para and Dox's Level 40 deck revolves around Kazejin and Suijin. Since their effects only work once per duel and the AI has no way to track this, they'll tribute a Kazejin and Suijin to summon another Suijin, even if you have a weaker monster than both of them.
*** After the 1.7 update, Yami Bakura gained the habit of playing Malice Doll of Demise in Attack Position even when your monsters are stronger. The intent is to combo it with Ectoplasmer, but the problem is that he plays it even when Ectoplasmer isn't out.
*** Syrus Truesdale's Level 30 and 40 decks has Inverse Universe, a card that swaps ATK and DEF, which for whatever reason, he may activate even if it does not change the situation at all (the attacking monster still destroy his monster anyway, despite the change in stats). He also sometimes sets a monster in defense mode and then automatically destroys it with Shield Crush.
*** In her event, Anna Kaboom makes liberal use of Night Express Knight, a monster that can be summoned without Tribute at the cost of its ATK becoming 0. The intention of this effect is to summon Rank 10 monsters like her ace Gustav Max, but as an AI, Anna has a tendency to summon Night Express Knight and then immediately end her turn, giving you a free shot at her Life Points.
*** Black Dragon Ninja has an ability to banish any opposing monster for the price of a Ninja monster and Ninjitsu Art from your hand or field. However, this comes with a drawback; if Black Dragon Ninja leaves the field, it will Special Summon all those banished monsters back to the field. If there are no other Ninjas, the AI will sacrifice Black Dragon Ninja itself, ignoring the fact that doing so would cancel its own effect out.
*** The Auto-duel AI hit a big snag around the release of Blades of Spirits as it's gotten way weaker/dumber. Such maladies with auto-AI include occasionally giving purely beneficial equip cards to your opponent's monsters, just plain not ''using'' cards, summoning monsters like Sphere Kuriboh (weak monster that works better as a hand trap than being summoned) or Labyrinth Wall (zero attack) in attack position, and using cards like Enemy Controller on things when there's no need to or it puts you in a ''worse'' situation. Considering the opposing AI never does this, it's clear that the auto duel AI was intentionally designed to be ''worse''.
*** Tag Duel partner AI seems fine enough, but only when using their own cards. If you have specific strategies involving said card, chances are, the AI partner will misuse the card. Although, they're not prone to being stupid in other ways as well, such as Kite tributing a perfectly good Galaxy-Eyes Photon Dragon to summon another Galaxy-Eyes Photon Dragon.
*** Against a Karakuri deck, they'll constantly attack you even if you have a facedown card that can turn the tides in your favor because of the effect of those monsters shifting them to defense mode. They'll walk right into all of your spells and traps easily.
*** [=NPCs=] in general seem to have an issue with cards that mill their own deck - they will use the card's effect just to reduce damage once or destroy 1 monster, regardless of the risk in accidentally milling important cards. They will also continuously spam the milling effect if possible, even if they end up doing nothing else on the same turn due to still being unable to break your board. This can result in them needlessly cutting their deck until they have only 4 or even 2 cards left, making it easy for them to Deck Out if you just stall for a bit more. Similarly, they will also keep spamming draw effect when possible, stopping only if their deck has less than 5 cards left, making it easier to Deck Out them.
*** Auto-dueling will also not use abilities even when the criteria fits, even when doing so could help them turn the duel around.

Added: 381

Changed: 178

Is there an issue? Send a MessageReason:
None


*** In her event, Anna Kaboom makes liberal use of Night Express Knight, a monster that can be summoned without Tribute at the cost of its ATK becoming 0. The intention of this effect is to summon Rank 10 monsters like her ace Gustav Max, but as an AI, Anna has a tendency to summon Night Express Knight and then immediately end her turn, giving you a free shot at her Life Points.



*** Tag Duel partner AI seems fine enough, but only when using their own cards. If you have specific strategies involving said card, chances are, the AI partner will misuse the card.

to:

*** Tag Duel partner AI seems fine enough, but only when using their own cards. If you have specific strategies involving said card, chances are, the AI partner will misuse the card. Although, they're not prone to being stupid in other ways as well, such as Kite tributing a perfectly good Galaxy-Eyes Photon Dragon to summon another Galaxy-Eyes Photon Dragon.

Added: 1179

Changed: 725

Is there an issue? Send a MessageReason:
None


* Ubisoft's ''TabletopGame/{{Monopoly}} Plus'' has one major AI flaw -- when trading, they fail to notice whether the properties you offer are already mortgaged. [[note]]Oddly, they ''do'' notice if you're trying to ''take'' a mortgaged property, and demand less accordingly, which suggests this error is more like a typo than a design failure.[[/note]] They also have the (rather more reasonable) behavior of always unmortgaging properties recieved in trades, whenever possible. Accordingly, it's possible to mortgage a property, sell it to an AI for full price, watch them spend their cash to unmortgage it, then buy it back for nearly the same price. [[https://www.youtube.com/watch?v=N2FywH_2Fik Repeating this process allows you to bankrupt an entire table of AIs on turn 1.]]

to:

* Ubisoft's ''TabletopGame/{{Monopoly}} For ''TabletopGame/{{Monopoly}}'' video game adaptations, it runs into this trope with its AI:
** The UsefulNotes/NintendoEntertainmentSystem has a noticeable flaw with its AI. It will get hung up on unrealistic trades that are not realistically possible. It's possible that it will try to trade Park Place or Boardwalk straight up to another AI player and it will usually get declined by that player. It will also waste several seconds proposing trades before either quitting or getting declined.
** Creator/{{Ubisoft}}'s ''Monopoly
Plus'' has one major AI flaw -- when trading, they fail to notice whether the properties you offer are already mortgaged. [[note]]Oddly, they ''do'' notice if you're trying to ''take'' a mortgaged property, and demand less accordingly, which suggests this error is more like a typo than a design failure.[[/note]] They also have the (rather more reasonable) behavior of always unmortgaging properties recieved in trades, whenever possible. Accordingly, it's possible to mortgage a property, sell it to an AI for full price, watch them spend their cash to unmortgage it, then buy it back for nearly the same price. [[https://www.youtube.com/watch?v=N2FywH_2Fik Repeating this process allows you to bankrupt an entire table of AIs on turn 1.]]
Is there an issue? Send a MessageReason:
Removing flamebait.


* Video games for ''Franchise/YuGiOh'' have a particularly poor track record in this area. While some of the games' [[WhatAnIdiot idiotic]] moves can be justified by the fact that the AI couldn't possibly know the identity of your facedown cards, and that the kind of analysis that would allow a player to even make the right guesses can be really difficult even for human players, some of the cases are a little more obviously ArtificialStupidity.

to:

* Video games for ''Franchise/YuGiOh'' have a particularly poor track record in this area. While some of the games' [[WhatAnIdiot idiotic]] idiotic moves can be justified by the fact that the AI couldn't possibly know the identity of your facedown cards, and that the kind of analysis that would allow a player to even make the right guesses can be really difficult even for human players, some of the cases are a little more obviously ArtificialStupidity.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The AI had a real problem with ''Spirit Link'', which causes a creature to grant you 1 life for each damage it deals. A classic trick is to play it on an opponent's creature, making it unable to harm you. The AI would completely ignore this and continue attacking with the creature. You could go even further, and stack up to four Spirit Links on the creature; the AI would continue to attack you with it without noticing that each attack was ''increasing'' your life by 3x the creature's power. This could extend to being outright risible when the AI began to sacrifice cards to buff the amount of damage it did!
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/YuGiOhDungeonDiceMonsters'', any character not found in the anime will just summon around their Heart Points and will eventually use up all their summons. They will then be unable to do anything, allowing you to have as many rolls as you need to summon anything. The Exodia pieces can be summoned this way, and by summoning them all, you get an instant win, and the AI is powerless to stop you. You can beat ''anyone'' in the game with an equally inane strategy. There are summonable "items" in the game which take the form of chests. Only the summoner knows what's in the chest, and it activates when a monster passes over it. The AI will ''never'' run over your chests, in the expectation that it might be a trap (and, to be fair, it might). However, it is possible, by spamming cheap summons, to block your opponent so that the only path to your heart points is through the chest. At which point, the AI will helpfully sit around, waiting for you to kill them. Also, the AI will never attack your monsters unless it can one-shot-kill the monster, ''and usually not even then.'' The AI will never use its own items even if they're beneficial, so you can use their items to power up your monsters or even''revive your destroyed monsters.'' The AI will never use its monsters' special effects (the sole exception being Orgoth the Relentless) even if they have the crests to do so. You can be ''right next to the enemy's Die Master'' getting ready to secure the winning strike, and the AI ''still will not attack your monster'' or attempt to protect itself. Again- with rare exceptions. The AI will also head straight for your die master and get stuck in corners and dead-ends as a result. The AI will even select dice that make it physically impossible for the AI to summon a monster.

to:

** In ''VideoGame/YuGiOhDungeonDiceMonsters'', any character not found in the anime will just summon around their Heart Points and will eventually use up all their summons. They will then be unable to do anything, allowing you to have as many rolls as you need to summon anything. The Exodia pieces can be summoned this way, and by summoning them all, you get an instant win, and the AI is powerless to stop you. You can beat ''anyone'' in the game with an equally inane strategy. There are summonable "items" in the game which take the form of chests. Only the summoner knows what's in the chest, and it activates when a monster passes over it. The AI will ''never'' run over your chests, in the expectation that it might be a trap (and, to be fair, it might). However, it is possible, by spamming cheap summons, to block your opponent so that the only path to your heart points is through the chest. At which point, the AI will helpfully sit around, waiting for you to kill them. Also, the AI will never attack your monsters unless it can one-shot-kill the monster, ''and usually not even then.'' The AI will never use its own items even if they're beneficial, so you can use their items to power up your monsters or even''revive even ''revive your destroyed monsters.'' The AI will never use its monsters' special effects (the sole exception being Orgoth the Relentless) even if they have the crests to do so. You can be ''right next to the enemy's Die Master'' getting ready to secure the winning strike, and the AI ''still will not attack your monster'' or attempt to protect itself. Again- with rare exceptions. The AI will also head straight for your die master and get stuck in corners and dead-ends as a result. The AI will even select dice that make it physically impossible for the AI to summon a monster.

Changed: 1989

Removed: 403

Is there an issue? Send a MessageReason:
way too long, reads more like someone's guide than an actual explanation of why his ai is bad


** Rare Hunter in the same game makes the AI's quirks stick out. His gimmick is that he runs an Exodia deck, so a reliable (but not foolproof) way to beat him is to do an even more extreme Exodia deck, using Gemini Elf, Vorse Raider, and Slate Warrior as your offensive line and filling the rest with draw cards and effect monsters. If you have 2000 defense monsters like Giant Soldier of Stone he'll never attack them (he has no monsters above 4* whatsoever), but if you play something that he happens to be able to take out, he'll gun for it relentlessly. The crux of the matter is that if you play entirely passively and almost never attack (you would want to sometimes to dispose of his Cannon Soldiers, which can damage your LP through your monsters), you'll effectively make his flip cards (as well as most of his traps, aside from Jar of Greed, Appropriate, and Call of the Haunted) useless and avoid knocking out his Sangan (unless he uses Dark Hole to destroy them himself), allowing you to draw and search faster than him. The funny part is that you can make him fall for blatantly obvious traps, like setting Sangan, which he'll destroy if he has something stronger or his own Sangan out, searching an Exodia piece, and using Call of the Haunted to bring Sangan back in the same turn (do it as a response to drawing the piece, not as a response to Sangan getting sent to the graveyard), only for him to immediately punch it out AGAIN, allowing you to draw ANOTHER Exodia piece in the same turn. Just shows that outside the box tactics can work sometimes, and it makes him a decent option for farming card packs if you're not willing to lose to get Mokuba to show up.
** Still in the same game, Strings has an odd quick where he likes to play Jam Breeding Machine (which makes him place a Slime Token each turn, but stops him from summoning anything else) without doing anything to back it up, effectively putting a huge target on himself since he's unwilling or unable to move them to defense mode the same turn they appear, letting you merrily crush them with impunity.

to:

** Rare Hunter in the same game makes the AI's quirks stick out. His gimmick is that he runs an Exodia deck, so a reliable (but not foolproof) way to beat him is to do an even more extreme Exodia deck, using Gemini Elf, Vorse Raider, and Slate Warrior as your offensive line and filling the rest with draw cards and effect monsters. If you have 2000 defense monsters like Giant Soldier of Stone he'll never attack them (he has no monsters above 4* whatsoever), but if you play something that he happens to be able to take out, he'll gun for it relentlessly. The crux of the matter is that if you play entirely passively and almost never attack (you would want to sometimes to dispose of his Cannon Soldiers, which can damage your LP through your monsters), you'll effectively make his flip cards (as well as most of his traps, aside from Jar of Greed, Appropriate, and Call of the Haunted) useless and avoid knocking out his Sangan (unless he uses Dark Hole to destroy them himself), allowing you to draw and search faster than him. The funny part is that you can make him fall for blatantly obvious traps, like setting Sangan, which he'll destroy if he has something stronger or his own Sangan out, searching an Exodia piece, and using Call of the Haunted to bring Sangan back in the same turn (do it as a response to drawing the piece, not as a response to Sangan getting sent to the graveyard), only for him to immediately punch it out AGAIN, allowing you to draw ANOTHER Exodia piece in the same turn. Just shows that outside the box tactics can work sometimes, and it makes him a decent option for farming card packs if you're not willing to lose to get Mokuba to show up.
** Still in
In the same game, Strings has an odd quick where he likes to play Jam Breeding Machine (which makes him place a Slime Token each turn, but stops him from summoning anything else) without doing anything to back it up, effectively putting a huge target on himself since he's unwilling or unable to move them to defense mode the same turn they appear, letting you merrily crush them with impunity.



** The AI tends to prioritize dealing damage to the opponent over everything else. This is especially noticeable in the games based on the Dark Signer arc of 5D's, as a large number of duelists run cards that have the ability to attack the other player directly. For example: the AI has a 3000 ATK monster that can attack directly, and 2000 life points, while the player has 5000 life points and a 2000 ATK monster that can also attack directly. Any human player would attack the monster so that they can't be killed on the next turn, but the AI will instead attack directly, setting themselves up for defeat.

to:

** The AI tends to prioritize dealing damage to the opponent over everything else. This is especially noticeable in the games based on the Dark Signer arc of 5D's, ''5D's'', as a large number of duelists run cards that have the ability to attack the other player directly. For example: the AI has a 3000 ATK monster that can attack directly, and 2000 life points, while the player has 5000 life points and a 2000 ATK monster that can also attack directly. Any human player would attack the monster so that they can't be killed on the next turn, but the AI will instead attack directly, setting themselves up for defeat.



*** Mai's Level 40 deck revolves around Amazonesses, including Amazoness Chain Master. If it's destroyed and she has enough LP, she ''will'' use it to steal a card from you even if it's worthless.

to:

*** Mai's Level 40 deck revolves around Amazonesses, including Amazoness Chain Master. If it's destroyed and she has enough LP, she ''will'' use it to steal a card from you even if it's worthless. What makes this one stand out is that she has to pay a 1500-LP cost to make it happen; hardly a small price in a game where both players start with 4000.



*** After the 1.7 update, Yami Bakura gained the habit of playing Malice Doll of Demise in Attack Position even when your monsters are stronger.

to:

*** After the 1.7 update, Yami Bakura gained the habit of playing Malice Doll of Demise in Attack Position even when your monsters are stronger. The intent is to combo it with Ectoplasmer, but the problem is that he plays it even when Ectoplasmer isn't out.



*** The Auto-duel AI hit a big snag around the release of Blades of Spirits as it's gotten way weaker/dumber. Such maladies with auto-AI include occasionally giving purely beneficial equip cards to your opponent's monsters, just plain not ''using'' cards, summoning monsters like Sphere Kuriboh (weak monster works better as a hand trap than being summoned) or Labyrinth Wall (zero attack) in attack position, and using cards like Enemy Controller on things when there's no need to or it puts you in a ''worse'' situation. Considering the opposing AI never does this, it's clear that the auto duel AI was intentionally designed to be ''worse''.

to:

*** The Auto-duel AI hit a big snag around the release of Blades of Spirits as it's gotten way weaker/dumber. Such maladies with auto-AI include occasionally giving purely beneficial equip cards to your opponent's monsters, just plain not ''using'' cards, summoning monsters like Sphere Kuriboh (weak monster that works better as a hand trap than being summoned) or Labyrinth Wall (zero attack) in attack position, and using cards like Enemy Controller on things when there's no need to or it puts you in a ''worse'' situation. Considering the opposing AI never does this, it's clear that the auto duel AI was intentionally designed to be ''worse''.
Is there an issue? Send a MessageReason:
None


* Old PC or video game versions of Jeopardy! in the early 1990s had the AI contestants buzz in and answer in complete gibberish. The answer pool was so small that pulling a wrong answer from that could clue another player in later. Other versions had ''no'' answer pool, resulting in the correct response or the ''same'' gibberish every time. Examples include ZWXYZ on the Game Boy and [[GettingCrapPastTheRadar XXX]] on the Genesis versions. This is true for the NES versions as well (save for Super Jeopardy!), but the gibberish is the exact same length as the correct response, and often shows some letters in the response as well. For example, if a correct response is [=TVTropes=], the AI would show something like *V@r#pes.

to:

* Old PC or video game versions of Jeopardy! in the early 1990s had the AI contestants buzz in and answer in complete gibberish. The answer pool was so small that pulling a wrong answer from that could clue another player in later. Other versions had ''no'' answer pool, resulting in the correct response or the ''same'' gibberish every time. Examples include ZWXYZ on the Game Boy and [[GettingCrapPastTheRadar XXX]] XXX on the Genesis versions. This is true for the NES versions as well (save for Super Jeopardy!), but the gibberish is the exact same length as the correct response, and often shows some letters in the response as well. For example, if a correct response is [=TVTropes=], the AI would show something like *V@r#pes.
Is there an issue? Send a MessageReason:
None


*** The reason for this appears to be that the AI is only ever prompted to attack the player when the AI attaches an energy card to one of their own Pokémon. Therefore, if the AI has no Energy in their hand (and no Trainer cards that they can use to obtain some Energy), they will not make an attack, even if their Active Pokémon has enough Energy attached to it to do so. The AI will also not attach more Energy to a Pokémon than it needs for its most costly move (even if it never uses the move, as demonstrated above), so in a scenario where the AI has Energy cards in their hand but all the Pokémon they have in play are "full", they also won't attack.

to:

*** The reason for this appears to be that the AI is only ever prompted to attack the player when the AI attaches an energy card or a "Pokémon Tool" card to one of their own Pokémon. Therefore, if the AI has no Energy or Tools in their hand (and no Trainer cards that they can use to obtain some Energy), them), they will not make an attack, even if their Active Pokémon has enough Energy attached to it to do so. The AI will also not attach more Energy to a Pokémon than it needs for its most costly move (even if it never uses the move, as demonstrated above), so in a scenario where the AI has Energy cards in their hand but all the Pokémon they have in play are "full", "full"[[note]]and they have no Tools to use[[/note]], they also won't attack.
Is there an issue? Send a MessageReason:
None


*** In contrast to the rest, Kendall's Dedenne never uses its deck search move and is instead a nasty counter to your fully charged Mons with its Energy Short[[note]]20 damage times the amount of Energy attached the opponent's Active Pokémon[[/note]] attack, but if you send in a 'mon with no energy attached, it has no way to hurt you. Similarly, Logan's Roserade will only use Whiplash[[/note]]flip a coin until you get tails; discard an energy from your opponent's Active Pokémon for every heads[[/note]], flailing away at an energy-less monster for the same result.

to:

*** In contrast to the rest, Kendall's Dedenne never uses its deck search move and is instead a nasty counter to your fully charged Mons with its Energy Short[[note]]20 damage times the amount of Energy attached the opponent's Active Pokémon[[/note]] attack, but if you send in a 'mon with no energy attached, it has no way to hurt you. Similarly, Logan's Roserade will only use Whiplash[[/note]]flip Whiplash[[note]]flip a coin until you get tails; discard an energy from your opponent's Active Pokémon for every heads[[/note]], flailing away at an energy-less monster for the same result.

Added: 656

Changed: 352

Is there an issue? Send a MessageReason:
addendum to Pokemon examples


* The AI in the Trainer Challenge section of the ''TabletopGame/{{Pokemon}} Trading Card Game Online'' follows a number of rules that usually do a pretty good job of emulating real play, but sometimes result in them [[HoistByTheirOwnPetard causing their own loss.]] Chief among them seems to be an absolute refusal to discard cards unless the text on a card they play forces them to. Because of this, they will never ''ever'' pay a Pokémon's retreat cost, which means that if they send in a Pokémon with no damaging move (and that is unable to evolve into a form with a damaging move), you can literally just sit there and pass turns until they run out of cards before you do. Which will almost certainly happen, since they will also play trainer cards that draw from the deck at the earliest opportunity, with especial fervor given to Professor Juniper/Sycamore/Research[[note]]User discards their hand and then draws 7 cards.[[/note]], exacerbating the process. Additionally, there are many Pokémon cards across the AI trainer's decks that they use incorrectly, or will stick to a set strategy that doesn't involve hurting you, even after they attach enough energy to them to use a damaging move. Examples are given below:

to:

* The AI in the Trainer Challenge section of the ''TabletopGame/{{Pokemon}} Trading Card Game Online'' follows a number of rules that usually do a pretty good job of emulating real play, but sometimes result in them [[HoistByTheirOwnPetard causing their own loss.]] Chief among them seems to be an absolute refusal to discard cards unless the text on a card they play forces them to. Because of this, they will never ''ever'' pay a Pokémon's retreat cost, which means that if they send in a Pokémon with no damaging move (and that is unable to evolve into a form with a damaging move), you can literally just sit there and pass turns until they run out of cards before you do. Which will almost certainly happen, since they will also play trainer cards that draw from the deck at the earliest opportunity, with especial fervor given to Professor Juniper/Sycamore/Research[[note]]User discards their hand and then draws 7 cards.[[/note]], cards[[/note]], exacerbating the process. Additionally, there are many Pokémon cards across the AI trainer's decks that they use incorrectly, or will stick to a set strategy that doesn't involve hurting you, even after they attach enough energy to them to use a damaging move. Examples are given below:



*** In contrast to the rest, Kendall's Dedenne never uses its deck search move and is instead a nasty counter to your fully charged Mons with its Energy Short[[note]]20 damage times the amount of Energy attached the opponent's Active Pokémon[[/note]] attack, but if you send in a 'mon with no energy attached, it has no way to hurt you.

to:

*** In contrast to the rest, Kendall's Dedenne never uses its deck search move and is instead a nasty counter to your fully charged Mons with its Energy Short[[note]]20 damage times the amount of Energy attached the opponent's Active Pokémon[[/note]] attack, but if you send in a 'mon with no energy attached, it has no way to hurt you. Similarly, Logan's Roserade will only use Whiplash[[/note]]flip a coin until you get tails; discard an energy from your opponent's Active Pokémon for every heads[[/note]], flailing away at an energy-less monster for the same result.



** And on top of all this, all AI trainers in the game seem to share the same behavior where, if you [[SheatheYourSword decline to attack them on your turn enough times,]] they will... [[WhyIsntItAttacking just stop attacking you as well,]] and each of you can just keep drawing cards until one of you decks out. The AI will only break out of this pattern if you attack them, or if they attach Energy to their active Pokémon.

to:

** And on top of all this, all AI trainers in the game seem to share the same behavior where, if you [[SheatheYourSword decline to attack them on your turn enough times,]] they will... [[WhyIsntItAttacking just stop attacking you as well,]] and each of you can just keep drawing cards until one of you decks out. out.
*** The reason for this appears to be that the AI is only ever prompted to attack the player when the AI attaches an energy card to one of their own Pokémon. Therefore, if the AI has no Energy in their hand (and no Trainer cards that they can use to obtain some Energy), they will not make an attack, even if their Active Pokémon has enough Energy attached to it to do so.
The AI will only break out of this pattern if you attack them, or if they also not attach more Energy to a Pokémon than it needs for its most costly move (even if it never uses the move, as demonstrated above), so in a scenario where the AI has Energy cards in their active Pokémon.hand but all the Pokémon they have in play are "full", they also won't attack.

Changed: 256

Removed: 262

Is there an issue? Send a MessageReason:
None


* The AI in the Trainer Challenge section of the ''TabletopGame/{{Pokemon}} Trading Card Game Online'' follows a number of rules that usually do a pretty good job of emulating real play, but sometimes result in them [[HoistByTheirOwnPetard causing their own loss.]] Chief among them seems to be an absolute refusal to discard cards unless the text on a card they play forces them to. Because of this, they will never ''ever'' pay a Pokémon's retreat cost, which means that if they send in a Pokémon with no damaging move (and that is unable to evolve into a form with a damaging move), you can literally just sit there and pass turns until they run out of cards before you do. Which will almost certainly happen, since they will also play trainer cards that draw from the deck at the earliest opportunity, with especial fervor given to Professor Juniper/Sycamore/Research[[note]]User discards their hand and then draws 7 cards.[[/note]], exacerbating the process.
* Additionally, there are many Pokémon cards across the AI trainer's decks that they use incorrectly, or will stick to a set strategy that doesn't involve hurting you, even after they attach enough energy to them to use a damaging move. Examples are given below:

to:

* The AI in the Trainer Challenge section of the ''TabletopGame/{{Pokemon}} Trading Card Game Online'' follows a number of rules that usually do a pretty good job of emulating real play, but sometimes result in them [[HoistByTheirOwnPetard causing their own loss.]] Chief among them seems to be an absolute refusal to discard cards unless the text on a card they play forces them to. Because of this, they will never ''ever'' pay a Pokémon's retreat cost, which means that if they send in a Pokémon with no damaging move (and that is unable to evolve into a form with a damaging move), you can literally just sit there and pass turns until they run out of cards before you do. Which will almost certainly happen, since they will also play trainer cards that draw from the deck at the earliest opportunity, with especial fervor given to Professor Juniper/Sycamore/Research[[note]]User discards their hand and then draws 7 cards.[[/note]], exacerbating the process.
*
process. Additionally, there are many Pokémon cards across the AI trainer's decks that they use incorrectly, or will stick to a set strategy that doesn't involve hurting you, even after they attach enough energy to them to use a damaging move. Examples are given below:



*** Mick is a tough opponent, with deadly annoyances in Simisear , Magcargo and Torkoal, and a brutal self-fueling Blaziken, and, though rarely played, the Camerupt EX that appears in his Platinum and City Championship decks can hit hard with its Tumbling Attack... But once it gets enough Energy to use Explosive Jet[[note]]The user may discard as many Fire Energy attached to their Pokémon as they wish, dealing 50 damage times the number of Energy discarded[[/note]], its threat is [[ViolationOfCommonSense completely neutralized]] because, as stated above, the AI will not willingly discard Energies under any circumstance, and this particular card gives poor Mick the freedom of choice.

to:

*** Mick is a tough opponent, with deadly annoyances in Simisear , Simisear, Magcargo and Torkoal, and a brutal self-fueling Blaziken, and, though rarely played, the Camerupt EX that appears in his Platinum and City Championship decks can hit hard with its Tumbling Attack... But once it gets enough Energy to use Explosive Jet[[note]]The user may discard as many Fire Energy attached to their Pokémon as they wish, dealing 50 damage times the number of Energy discarded[[/note]], its threat is [[ViolationOfCommonSense completely neutralized]] because, as stated above, the AI will not willingly discard Energies under any circumstance, and this particular card gives poor Mick the freedom of choice.
Is there an issue? Send a MessageReason:
Added section to Pokemon

Added DiffLines:

** And on top of all this, all AI trainers in the game seem to share the same behavior where, if you [[SheatheYourSword decline to attack them on your turn enough times,]] they will... [[WhyIsntItAttacking just stop attacking you as well,]] and each of you can just keep drawing cards until one of you decks out. The AI will only break out of this pattern if you attack them, or if they attach Energy to their active Pokémon.
Is there an issue? Send a MessageReason:
None


Additionally, there are many Pokémon cards across the AI trainer's decks that they use incorrectly, or will stick to a set strategy that doesn't involve hurting you, even after they attach enough energy to them to use a damaging move. Examples are given below:

to:

* Additionally, there are many Pokémon cards across the AI trainer's decks that they use incorrectly, or will stick to a set strategy that doesn't involve hurting you, even after they attach enough energy to them to use a damaging move. Examples are given below:
Is there an issue? Send a MessageReason:
adding examples from the Online Pokemon TCG

Added DiffLines:

* The AI in the Trainer Challenge section of the ''TabletopGame/{{Pokemon}} Trading Card Game Online'' follows a number of rules that usually do a pretty good job of emulating real play, but sometimes result in them [[HoistByTheirOwnPetard causing their own loss.]] Chief among them seems to be an absolute refusal to discard cards unless the text on a card they play forces them to. Because of this, they will never ''ever'' pay a Pokémon's retreat cost, which means that if they send in a Pokémon with no damaging move (and that is unable to evolve into a form with a damaging move), you can literally just sit there and pass turns until they run out of cards before you do. Which will almost certainly happen, since they will also play trainer cards that draw from the deck at the earliest opportunity, with especial fervor given to Professor Juniper/Sycamore/Research[[note]]User discards their hand and then draws 7 cards.[[/note]], exacerbating the process.
Additionally, there are many Pokémon cards across the AI trainer's decks that they use incorrectly, or will stick to a set strategy that doesn't involve hurting you, even after they attach enough energy to them to use a damaging move. Examples are given below:
** Zach's Skarmory and Rika's Klefki will only ever use Call For Family[[note]]Searches deck for up to 2 Basic Pokémon and puts them on the bench[[/note]], even if their bench is full.
** Calvin's Floatzel will only ever use Rescue[[note]]Shuffles 3 Pokémon from the user's discard pile into their deck[[/note]], even if there's no Pokémon in the discard pile. Additonally, his Manaphy has no damaging moves.
** Grayson's Plusle will only ever use Positive Hand[[note]]User discards 1 basic Energy card from their hand to draw draw 2 cards from the deck[[/note]]. Funnily enough, despite having a near-identical move selection, his Minun will only ever use its damaging move.
** Juji's Hitmontop will only use Quick Draw[[note]]Draw 1 card[[/note]], Penelope's Deoxys will only use Close Encounter[[note]]Draw 2 cards. Can be used on the first turn of play, unlike most moves[[/note]], and Otis's Yanmega will only use Windfall[[note]]Shuffles the user's hand into their deck and then draws 6 cards[[/note]].
*** In contrast to the rest, Kendall's Dedenne never uses its deck search move and is instead a nasty counter to your fully charged Mons with its Energy Short[[note]]20 damage times the amount of Energy attached the opponent's Active Pokémon[[/note]] attack, but if you send in a 'mon with no energy attached, it has no way to hurt you.
*** Disappointingly for the final fight in the final league, Daniel's deck features a Solrock that will always use Solar Generator[[note]]Searches the user's deck for up to 2 Special Energy cards, and reveals them to the opponent before adding them to their hand[[/note]], even though he only has two special energy in his deck anyway. He also uses the same Dedenne card that Kendall has.
*** Mick is a tough opponent, with deadly annoyances in Simisear , Magcargo and Torkoal, and a brutal self-fueling Blaziken, and, though rarely played, the Camerupt EX that appears in his Platinum and City Championship decks can hit hard with its Tumbling Attack... But once it gets enough Energy to use Explosive Jet[[note]]The user may discard as many Fire Energy attached to their Pokémon as they wish, dealing 50 damage times the number of Energy discarded[[/note]], its threat is [[ViolationOfCommonSense completely neutralized]] because, as stated above, the AI will not willingly discard Energies under any circumstance, and this particular card gives poor Mick the freedom of choice.

Changed: 358

Removed: 360

Is there an issue? Send a MessageReason:
None


* Video games for ''Franchise/YuGiOh'' have a particularly poor track record in this area.
** While some of the games' [[WhatAnIdiot idiotic]] moves can be justified by the fact that the AI couldn't possibly know the identity of your facedown cards, and that the kind of analysis that would allow a player to even make the right guesses can be really difficult even for human players, some of the cases are a little more obviously ArtificialStupidity.

to:

* Video games for ''Franchise/YuGiOh'' have a particularly poor track record in this area.
**
area. While some of the games' [[WhatAnIdiot idiotic]] moves can be justified by the fact that the AI couldn't possibly know the identity of your facedown cards, and that the kind of analysis that would allow a player to even make the right guesses can be really difficult even for human players, some of the cases are a little more obviously ArtificialStupidity.
Is there an issue? Send a MessageReason:
None


** Macro Cosmos Decks turn most games against the AI into a comedy of errors. Macro Cosmos [[PermanentlyMissableContent removes any card that would enter the Graveyard from play]], meaning that many strategies centering around the Graveyard become fairly crippled. A human player would attempt to destroy Macro Cosmos as soon as possible, then initiate their normal strategies. Not the AI, which will completely ignore Macro Cosmos and continue to play as if it wasn't there. You haven't seen ArtificialStupidity until you've seen an AI use Foolish Burial to remove its ''own [[GameBreaker Treeborn Frog.]]''

to:

** Macro Cosmos Decks turn most games against the AI into a comedy of errors. Macro Cosmos [[PermanentlyMissableContent [[DeaderThanDead removes any card that would enter the Graveyard from play]], meaning that many strategies centering around the Graveyard become fairly crippled. A human player would attempt to destroy Macro Cosmos as soon as possible, then initiate their normal strategies. Not the AI, which will completely ignore Macro Cosmos and continue to play as if it wasn't there. You haven't seen ArtificialStupidity until you've seen an AI use Foolish Burial to remove its ''own [[GameBreaker Treeborn Frog.]]''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** VideoGame/YuGiOhDuelLinks: The auto-dueling feature can make very dumb moves at times, as can the AI.
*** Yugi's Level 40 deck revolves around spell counters, which he usually uses to power up his attacking monsters even when you've used Mask of Accursed to stop them from attacking. In some cases he'll use Wonder Wand to ''destroy'' the monster even if it's powered up to draw 2 cards.
*** Mai's Level 40 deck revolves around Amazonesses, including Amazoness Chain Master. If it's destroyed and she has enough LP, she ''will'' use it to steal a card from you even if it's worthless.
*** Para and Dox's Level 40 deck revolves around Kazejin and Suijin. Since their effects only work once per duel and the AI has no way to track this, they'll tribute a Kazejin and Suijin to summon another Suijin, even if you have a weaker monster than both of them.
*** After the 1.7 update, Yami Bakura gained the habit of playing Malice Doll of Demise in Attack Position even when your monsters are stronger.
*** Syrus Truesdale's Level 30 and 40 decks has Inverse Universe, a card that swaps ATK and DEF, which for whatever reason, he may activate even if it does not change the situation at all (the attacking monster still destroy his monster anyway, despite the change in stats). He also sometimes sets a monster in defense mode and then automatically destroys it with Shield Crush.
*** Black Dragon Ninja has an ability to banish any opposing monster for the price of a Ninja monster and Ninjitsu Art from your hand or field. However, this comes with a drawback; if Black Dragon Ninja leaves the field, it will Special Summon all those banished monsters back to the field. If there are no other Ninjas, the AI will sacrifice Black Dragon Ninja itself, ignoring the fact that doing so would cancel its own effect out.
*** The Auto-duel AI hit a big snag around the release of Blades of Spirits as it's gotten way weaker/dumber. Such maladies with auto-AI include occasionally giving purely beneficial equip cards to your opponent's monsters, just plain not ''using'' cards, summoning monsters like Sphere Kuriboh (weak monster works better as a hand trap than being summoned) or Labyrinth Wall (zero attack) in attack position, and using cards like Enemy Controller on things when there's no need to or it puts you in a ''worse'' situation. Considering the opposing AI never does this, it's clear that the auto duel AI was intentionally designed to be ''worse''.
*** Tag Duel partner AI seems fine enough, but only when using their own cards. If you have specific strategies involving said card, chances are, the AI partner will misuse the card.
*** Against a Karakuri deck, they'll constantly attack you even if you have a facedown card that can turn the tides in your favor because of the effect of those monsters shifting them to defense mode. They'll walk right into all of your spells and traps easily.
*** [=NPCs=] in general seem to have an issue with cards that mill their own deck - they will use the card's effect just to reduce damage once or destroy 1 monster, regardless of the risk in accidentally milling important cards. They will also continuously spam the milling effect if possible, even if they end up doing nothing else on the same turn due to still being unable to break your board. This can result in them needlessly cutting their deck until they have only 4 or even 2 cards left, making it easy for them to Deck Out if you just stall for a bit more. Similarly, they will also keep spamming draw effect when possible, stopping only if their deck has less than 5 cards left, making it easier to Deck Out them.
*** Auto-dueling will also not use abilities even when the criteria fits, even when doing so could help them turn the duel around.
Is there an issue? Send a MessageReason:
None


* Old PC or video game versions of Jeopardy! in the early 1990s had the AI contestants buzz in and answer in complete gibberish. The answer pool was so small that pulling a wrong answer from that could clue another player in later. Other versions had ''no'' answer pool, resulting in the correct answer or the ''same'' gibberish every time. Examples include ZWXYZ on the Game Boy and [[GettingCrapPastTheRadar XXX]] on the Genesis versions. This is true for the NES versions as well (save for Super Jeopardy!), but the gibberish is the exact same length as the correct response, and often shows some letters in the response as well. For example, if a correct response is [=TVTropes=], the AI would show something like *V@r#pes.

to:

* Old PC or video game versions of Jeopardy! in the early 1990s had the AI contestants buzz in and answer in complete gibberish. The answer pool was so small that pulling a wrong answer from that could clue another player in later. Other versions had ''no'' answer pool, resulting in the correct answer response or the ''same'' gibberish every time. Examples include ZWXYZ on the Game Boy and [[GettingCrapPastTheRadar XXX]] on the Genesis versions. This is true for the NES versions as well (save for Super Jeopardy!), but the gibberish is the exact same length as the correct response, and often shows some letters in the response as well. For example, if a correct response is [=TVTropes=], the AI would show something like *V@r#pes.
Is there an issue? Send a MessageReason:
None


* In ''WebAnimation/HappyTreeFriends: False Alarm'', you just point and click things to help the Tree Friends avoid and/or survive obstacles and rescue them...except these animals really just don't want to co-operate. A Tree Friend will sometimes walk in the wrong direction or walk into the corner of something and just [[GameBreakingBug clip out of bounds]][[note]]When this happens, the Tree Friend will not die, forcing you to restart the level.[[/note]]. Sometimes they won't even react to fire like they are supposed to; normally they'll run away from it, but sometimes they won't react or will run to a direction you didn't intend to. Other times they react abnormally to a fire, they'll just run straight into it and take fire damage.

to:

* In ''WebAnimation/HappyTreeFriends: False Alarm'', you just point and click things to help the Tree Friends avoid and/or survive obstacles and rescue them...except these animals really just don't want to co-operate. A Tree Friend will sometimes walk in the wrong direction or walk into the corner of something and just something, [[GameBreakingBug clip out of bounds]][[note]]When bounds, and fall out of the world]][[note]]When this happens, the Tree Friend will not die, forcing you to restart the level.[[/note]]. Sometimes they won't even react to fire like they are supposed to; normally they'll run away from it, but sometimes they won't react or will run to a direction you didn't intend to. Other times they react abnormally to a fire, they'll just run straight into it and take fire damage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''WebAnimation/HappyTreeFriends: False Alarm'', you just point and click things to help the Tree Friends avoid and/or survive obstacles and rescue them...except these animals really just don't want to co-operate. A Tree Friend will sometimes walk in the wrong direction or walk into the corner of something and just [[GameBreakingBug clip out of bounds]][[note]]When this happens, the Tree Friend will not die, forcing you to restart the level.[[/note]]. Sometimes they won't even react to fire like they are supposed to; normally they'll run away from it, but sometimes they won't react or will run to a direction you didn't intend to. Other times they react abnormally to a fire, they'll just run straight into it and take fire damage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/TheHobbit1982'' is still something of a landmark in terms of immersive AI; the characters could act on routines, grow bored, or refuse orders. Unfortunately, the game was ''far'' too ambitious for its time, because instead of acting like the characters in the book, this meant everyone acted like suicidally insane weirdos suffering from AttentionDeficitOohShiny Just for example, it's very possible to reach Laketown and discover that Bard the Bowman got bored of waiting, wandered off, and got eaten by wolves. And if he is still alive, it's not uncommon for him to point-blank refuse to kill the giant dragon barreling down on his hometown.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** AI characters that use Dark Bribe (negate a Spell or Trap but lets your opponent draw a card) to block the effect of your Upstart Goblin (you draw a card and your opponent gains 1000 LP). So they stop you from drawing a card, and in exchange, they lose a valuable Counter Trap, don't gain 1000 LP... and then you draw a card.
Is there an issue? Send a MessageReason:
None


* Ubisoft's ''TabletopGame/{{Monopoly}} Plus'' has one major AI flaw -- when trading, they fail to notice whether the properties you offer are already mortgaged. They also have the (rather more reasonable) behavior of always unmortgaging properties recieved in trades, whenever possible. Accordingly, it's possible to mortgage a property, sell it to an AI for full price, watch them spend their cash to unmortgage it, then buy it back for nearly the same price. [[https://www.youtube.com/watch?v=N2FywH_2Fik Repeating this process allows you to bankrupt an entire table of AIs on turn 1.]]

to:

* Ubisoft's ''TabletopGame/{{Monopoly}} Plus'' has one major AI flaw -- when trading, they fail to notice whether the properties you offer are already mortgaged. [[note]]Oddly, they ''do'' notice if you're trying to ''take'' a mortgaged property, and demand less accordingly, which suggests this error is more like a typo than a design failure.[[/note]] They also have the (rather more reasonable) behavior of always unmortgaging properties recieved in trades, whenever possible. Accordingly, it's possible to mortgage a property, sell it to an AI for full price, watch them spend their cash to unmortgage it, then buy it back for nearly the same price. [[https://www.youtube.com/watch?v=N2FywH_2Fik Repeating this process allows you to bankrupt an entire table of AIs on turn 1.]]
Is there an issue? Send a MessageReason:
Examples Are Not General, please specify an adaptation and an error rather than pointing out that most adaptations have errors


* In many electronic versions of ''TabletopGame/{{Monopoly}}'', AI opponents are programmed to accept trades based on the value of the properties offered, rather than the situation. (Ex. getting an AI player to give you the third Orange property in exchange for a single Green property). While a human player can exploit this shamelessly, it also works when the AIs trade with each other, leaving you watching helplessly as one AI trades Boardwalk for a light blue, a purple and $25.

to:

* In many electronic versions of ''TabletopGame/{{Monopoly}}'', Ubisoft's ''TabletopGame/{{Monopoly}} Plus'' has one major AI opponents are programmed flaw -- when trading, they fail to accept trades based on the value of notice whether the properties offered, rather than you offer are already mortgaged. They also have the situation. (Ex. getting (rather more reasonable) behavior of always unmortgaging properties recieved in trades, whenever possible. Accordingly, it's possible to mortgage a property, sell it to an AI player for full price, watch them spend their cash to give you unmortgage it, then buy it back for nearly the third Orange property in exchange for a single Green property). While a human player can exploit same price. [[https://www.youtube.com/watch?v=N2FywH_2Fik Repeating this shamelessly, it also works when the process allows you to bankrupt an entire table of AIs trade with each other, leaving you watching helplessly as one AI trades Boardwalk for a light blue, a purple and $25.on turn 1.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In the TabletopGame/{{chess}} app ''Play Magnus'', Magnus at low ages is programmed to refuse all draw offers, no matter how hopeless his position is. Even if any remotely competent player can checkmate him in a few moves, he won't take the draw. Even if a draw is the best he can hope for anyway, he'll insist that you keep playing. Word of God says that he does this to prevent players from accumulating a lot of points at the bottom levels with almost no work: if he accepted draws in clearly lost positions, you could just capture a couple of pieces in the first moves, and then offer a draw.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/SplinterCellConviction'', at one point you are confronted with an enemy helicopter gunship. It always shoots in front of Sam and never thinks to try and flank him.

to:

* In ''VideoGame/SplinterCellConviction'', ''VideoGame/SplinterCell: Conviction'', at one point you are confronted with an enemy helicopter gunship. It always shoots in front of Sam and never thinks to try and flank him.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/AbsoluteDespairGirls'', the Monokuma enemies have a problem at getting around walls chasing after dancing Siren Monokumas. They just run around trying to get to it, but failing.

to:

* In ''VideoGame/AbsoluteDespairGirls'', ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'', the Monokuma enemies have a problem at getting around walls chasing after dancing Siren Monokumas. They just run around trying to get to it, but failing.
Is there an issue? Send a MessageReason:
Moving these examples to the Party Games page.


* In ''VideoGame/SpongeBobSquarepantsLightsCameraPants'':
** You can choose the intelligence of the AIs at the start of the game along with your difficulty; the three options being Silly, Normal, or Smart. When Silly is selected the AI is very easy to beat and poses little challenge to even new players. The ability to choose their intelligence means that you can make your CPU teammate very competent at the Smart setting while making the enemy team stupid, assuring that you'll win most of the minigames. However, if the player is winning by too much of a margin then (depending on the difficulty setting) the enemy AIs will act smarter and start [[TheComputerIsACheatingBastard getting luckier]].
** The most glaring example of stupid AI is in the minigame "Machine Meltdown". When the AI team's generator breaks down, they'll not put in the effort to fix it entirely, and instead, only partially fix it until the meter hits yellow and leave it there, only for their generator to break down again seconds later. This will happen in a constant loop for the entirety of the minigame, earning you a very easy win.
** In the soccer minigame, the goalie of whoever won the first round will become completely useless in the second, being unable to block a single shot. The enemy team however, [[TheComputerIsACheatingBastard will be able to make shots from across the field]].



* CPU players in ''VideoGame/OneHundredPercentOrangeJuice'', when given the choice between moving onto a drop panel and moving onto any other type of panel, will ''never'' pick the drop panel. This is almost always a sensible move...except when the CPU player has one HP and the other panel is a boss. A human player can recognize that moving onto the boss panel in this situation is suicide, and no matter what they roll on the drop panel, they'll lose far less to the drop panel than they will to dying at the boss. The AI never realizes this.

Top