History Main / AIBreaker

16th Jun '18 1:47:04 PM ZombieAladdin
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* A RealLife example: In ''Series/BattleBots'', Chomp has an A.I. that judges when to swing its [[DropTheHammer hammer]] down on foes and how to swing the hammer to right itself once flipped upside-down or on its side, as well as keep its distance so it's always at the correct range to strike. Chomp determines this based on what it sees from a camera mounted at the front. Its first match was against Warrior Dragon, whose very low height proved to be the A.I.'s undoing. Not only was it too short for the camera to see properly, Warrior Dragon's team captain, Luke Ewert, observed the way Chomp would recover from getting tipped on its side and figured out that, by putting Warrior Dragon next to Chomp's underside each time it tried to recover, Chomp would tip itself back onto its side each time it tried. [[CrazyPrepared Chomp has a manual override specifically for opponents who could find ways to exploit the A.I.]], however, which averted a CurbStompBattle and allowed Chomp to keep fighting to the end, upon which there was a split decision from the judges. [[spoiler:Warrior Dragon won.]]
15th Jun '18 1:36:46 PM 32_Footsteps
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* In the NES version of ''VideoGame/RiverCityRansom'', platforms in general. In many areas, there were platforms that Alex and Ryan could jump on top of (walls, vending machines, railings) that the computer simply couldn't handle at all. All a player would need to do would be to jump on top of them, and the computer would simply cluster right below the player. All a player would have to do is hop down, attack once or twice, then get back up. Repeat until the whole gang was cleared from the screen. The gangs in the GBA version finally learned how to jump themselves.


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* ''VideoGame/FinalFantasyBraveExvius'' has several AI foes that will repeatedly attempt to place buffs or debuffs if they aren't active. In particular, Hyoh of the Delta Star in season 2 will go into his buff rotation if they're not active. Considering how ridiculously easy it is to have abilities that can dispel said buffs (to the point that a player would have to actively avoid them), this means that fights with Hyoh are mostly spent with one character dispelling him and the rest of the party piling on damage. Hyoh's rematches eventually tend to throw in an attack or two even on rounds he spends buffing, but he still tends to fall prey to this strategy.
22nd May '18 1:32:26 PM GreatKeith
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[[folder:Puzzle Game]]
* A common speedrunning tactic in the various ''VideoGame/PanelDePon'' games is to dump a small garbage block[[note]]Usually accomplished by matching 4, 5, or 6 blocks without chaining them[[/note]] on your CPU opponent followed by a large chain garbage block. The CPU will always prioritize the block closest to the bottom of the well, even if it doesn't make sense for it to do so. If the CPU can't dispose of it, they become paralyzed, even if there's a solution to the garbage block above it. This works even on the TrueFinalBoss of the games, leading to easy victories if accomplished.
[[/folder]]
8th May '18 10:29:38 AM Krendall
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* In ''VideoGame/StreetFighterII'', Guile has an exploitable glitch, especially by Ryu or Ken. Do a Shoryuken at the right distance and Guile will do a Flash Kick that completely misses, leaving him open to attack.
23rd Apr '18 11:43:26 AM Starlight36
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* In several of the ''VideoGame/FireEmblem'' games, the enemy AI will always target an unarmed unit, even if the attack is guaranteed to miss or deal zero damage. This can easily be used to bait enemies into wasting their powerful weapons on an unarmed general over a healer that could easily be killed in two attacks.
** Although pretty risky to exploit, the one overriding rule of Fire Emblem AI is that, regardless of any other factor, if it is mathematically possible to kill a unit in exactly one round of combat, the AI will always attack them. If the wounded unit has a skill that lets them counterattack before being hit, and Wrath, which ups their critical rates by %50 when below a certain health threshold, it is possible for them to instantly kill a full-health attacker.

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* In several of the ''VideoGame/FireEmblem'' games, the enemy AI will always target an unarmed unit, a unit who cannot counterattack if possible, even if the attack is guaranteed to miss or deal zero damage. This can easily be used to bait enemies into wasting their turns and powerful weapons on an unarmed general [[StoneWall General]] over a healer that could easily be killed in two attacks.
** Although pretty risky to exploit, the one overriding rule of Fire Emblem AI is that, regardless of any other factor, if it is mathematically possible to kill a unit in exactly one round of combat, the AI will always attack them. If the wounded unit has a skill that lets them counterattack before being hit, and Wrath, which ups greatly boosts their critical rates by %50 odds of getting a CriticalHit when below a certain health threshold, it is possible for them to instantly kill a full-health attacker.attacker before said attacker actually gets the chance to attack.
9th Apr '18 12:29:37 PM ShinyAegislash
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* In ''VideoGame/PokemonConquest'', the AI has no idea how to handle the FrictionlessIce at Nixtrom, and will try to avoid crossing it at all unless they have an Ice or Flying type Pokémon on their team. If can manoeuvre something into position to bombard them from a distance, they won't try and stop you.

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* In ''VideoGame/PokemonConquest'', the AI has no idea how to handle the FrictionlessIce at Nixtrom, Nixtorm, and will try to avoid crossing it at all unless they have an Ice or Flying type Pokémon on their team. If can manoeuvre something into position to bombard them from a distance, they won't try and stop you.
24th Mar '18 7:29:11 AM wingedcatgirl
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* In some of the ''Franchise/YuGiOh'' games (those with different rules rather than an accurate representation of the card game, such as ''VideoGame/YuGiOhDarkDuelStories'' and ''VideoGame/YuGiOhReshefOfDestruction''), an opponent will always attack a monster you set face down. Even if you have a trap down to catch their attack. Even if your monster has an instant-death type advantage over the opponent's monster. In most cases, they'll even flip their own cards face up in order to do so, regardless of if they are decent attackers or not.
** Cardgame-sim AIs have countless weaknesses of their own - most importantly, they will continue to use their AI-hardcoded strategy, regardless of whether or not it's a good idea. For instance, Zombie decks are based on sending lots of Zombies to the Graveyard and then reviving them, and they'll continue to do this even if you have Macro Cosmos (which banishes monsters sent to the Graveyard and renders them unusable).

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* ''Franchise/YuGiOh''
**
In some of the ''Franchise/YuGiOh'' games (those with that use different rules rather than being an accurate representation of the card game, such as ''VideoGame/YuGiOhDarkDuelStories'' and ''VideoGame/YuGiOhReshefOfDestruction''), ''VideoGame/YuGiOhReshefOfDestruction'', an opponent will always attack a monster you set face down. Even if you have a trap down to catch their attack. Even if your monster has an instant-death type advantage over the opponent's monster. In most cases, they'll even flip their own cards face up in order to do so, regardless of if they are decent attackers or not.
** Cardgame-sim AIs have countless weaknesses of their own - most importantly, they will continue to use their AI-hardcoded strategy, regardless of whether or not it's a good idea. For instance, Zombie decks are based on sending lots of Zombies to the Graveyard and then reviving them, and they'll continue to do this even if you have Macro Cosmos (which banishes [[DeaderThanDead banishes]] monsters sent to the Graveyard and renders them unusable).
24th Mar '18 7:18:51 AM wingedcatgirl
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** ''VideoGame/TheLegendOfZeldaTheWindWaker'' has this with companion characters, whose AI is designed to always follow Link, the player character. The AI for such companion characters is incredibly basic to the point that simply having Link stand at the top of a small ledge (one that cannot be climbed up) will make the character AI hit the wall, and the character will continue to try to run towards Link, despite the wall blocking him or her. This is because the AI was programmed to only take a straight-line path, with no pathfinding whatsoever.
9th Mar '18 7:14:36 PM KingLyger
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* ''VideoGame/Persona5'' has only one mission ranked S for difficulty, and it's at the bottom of the 66-floor dungeon. While one would think this fight would be hard, the AI only attacks once per turn as opposed to twice like most bosses. And, it will always use Tarukaja, the Attack Up spell, if he doesn't already have boosted offense. By using Dekaja on him to dispel the attack boost at every possible opportunity, he'll never attack.
9th Feb '18 11:12:47 AM JAG01
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** Phoenix Magnion in ''Mega Man Zero 2'' waits for you to press either attack button, then teleports away and counterattacks. If you hit him with his elemental weakness, he'll abort his attack and go back to waiting for you to attack him. Equip the Thunder Chip, Z-Saber, and Shield Boomerang. Charge your saber, tap the Shield button to bait him without triggering his MercyInvincibility, then slap him out of his attack run with a charged Z-Saber strike. Repeat until dead.

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** If you press either attack button during the fight with Phoenix Magnion in ''Mega Man Zero 2'' waits for you to press either attack button, then 2'', Pheonix teleports away and counterattacks. If counterattacks, regardless of what you hit have equipped. Hitting him with his elemental weakness, he'll abort weakness interrupts his attack and go resets his pattern back to waiting for you to attack him. Equip the Thunder Chip, Z-Saber, and Shield Boomerang. Charge your saber, tap the Shield button to bait him without triggering his MercyInvincibility, then slap him out of his attack run with a charged Z-Saber strike.the Z-Saber. Repeat until dead.
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