History Main / ArtificialBrilliance

25th Sep '17 7:37:23 PM Nicoaln
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*** It almost comes off as pure GameplayAndStorySegregation too if one is playing as an undead character or Fane. In-story, the only way for them to know they're undead is if they do not have a skin mask on - but the second they turn hostile, they somehow instantly know (via the loremaster stat) that a character is undead, and will now throw [[ReviveKillsZombie weaponised healing spells]] at them when, in-universe, they shouldn't even ''know'' to do this. They never even comment on it when they step on poison (While everyone else avoids it) to no ill effect or the medic never throws regeneration on them.
13th Sep '17 12:59:36 PM REV6Pilot
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** Survivor bots aren't half bad with the right [[GameMod mods]] either. They're more mindful of their healing supplies instead of squandering pills when they're at 96 HP, can tell clear paths better instead of getting stuck and waiting for player-focused teleportation, have a better group mentality that includes helping a comrade just as soon as they're endangered instead of moving off after healthier ones, and if the mod is particularly intrincate, they'll use throwables (bile jars, molotovs and pipe bombs) surprisingly strategically, like diverting hordes or prioritizing the most dangerous Special Infected. They also will run past Witches instead of walking slowly past and only aggravating them further.

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** Survivor bots aren't half bad with the right [[GameMod mods]] either. They're more mindful of their healing supplies instead of squandering pills when they're at 96 HP, can tell clear paths better instead of getting stuck and waiting for player-focused teleportation, have a better group mentality that includes helping a comrade just as soon as they're endangered instead of moving off after healthier ones, run past [[SavageSetpiece Witches]] instead of walking slowly past and aggravating them more than necessary, and if the mod is particularly intrincate, they'll use throwables (bile jars, molotovs and pipe bombs) surprisingly strategically, like diverting hordes or prioritizing the most dangerous Special Infected. They Some mods even allow them to pick up and use gas cans for Scavenger-style gameplay! Typically said bot improvement mods also will run past Witches instead of walking slowly past override the [["WeCannotGoOnWithoutYou Game Over when the last human player alive dies" condition]], and only aggravating them further.they're not half-bad at progressing until either they can rescue a human player off a survivor closet or reach the safe room at the end of the map; finales are another matter, but it's not all that rare for at least one or two bots to escape.
7th Sep '17 10:33:05 PM Nicoaln
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* One of the changes of ''VideoGame/DivinityOriginalSinII'' is much smarter AI:
** Like in the first game, enemies are aware of GeoEffects. If there are no GeoEffects to exploit, they will ''invoke them'' by throwing water around (to help with freezing), throwing oil puddles around (to burn), shooting fire into poison clouds (to make it explosive), and try to put out the fires and their own GeoEffects. Got Decayed? Well expect them to throw healing spells at you.
** In some ways, however, it's ''too'' smart - Send a warrior with a nice big shield in as a LeeroyJenkins? Well they aren't going to hit them - they'll run ''right past them'' and hit everyone else. Try to send your mage away? They'll either backslash or Nether Swap to get them closer to you.
29th Aug '17 9:23:18 AM CosmicFerret
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* Every ''Franchise/MetalGear'' game after (and including) [[VideoGame/MetalGearSolid2SonsOfLiberty MGS2]] has had some MASSIVELY improved AI. When walking on metal floors, an enemy will hear it if a) they are close enough or b) if it is loud enough. If a soldier is downed and another person sees the bloodspot or finds the corpse, they will automatically kick it up to maximum security and a new guard will be sent to the area. If a guard is knocked out, they will kick it up to maximum security. If all guards have been killed, the commander will notice after a while and send a heavy-duty team to investigate. If the player has been spotted by a guard, they will smack/shoot the player (depending on how far away he is) and call for reinforcements. If the player has used a chaff grenade or has shot the guard's radio, he will try to gun the player down himself. When heavy reinforcements are called out, some of them will have riot shields and will use them as a baracade trapping Snake into a corner or narrow hallway. Also during Alert Mode, if there are blood trails on the floor leading into lockers and/or closets, the enemies will either throw a grenade into that area, or have each soldier comb each nook and crannie of the area and search the lockers (and they can HEAR YOUR HEARTBEATS and your breathing if you stand too close to the locker door!). If you are hiding behind cover, some guards will provide suppressing fire while some others will flank around you. Enemies also can have the uncanny ability to spot discolorations in the atmosphere or a floating gun if you are using stealth camo.

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* Every ''Franchise/MetalGear'' ''VideoGame/MetalGear'' game after (and including) [[VideoGame/MetalGearSolid2SonsOfLiberty MGS2]] has had some MASSIVELY improved AI. When walking on metal floors, an enemy will hear it if a) they are close enough or b) if it is loud enough. If a soldier is downed and another person sees the bloodspot or finds the corpse, they will automatically kick it up to maximum security and a new guard will be sent to the area. If a guard is knocked out, they will kick it up to maximum security. If all guards have been killed, the commander will notice after a while and send a heavy-duty team to investigate. If the player has been spotted by a guard, they will smack/shoot the player (depending on how far away he is) and call for reinforcements. If the player has used a chaff grenade or has shot the guard's radio, he will try to gun the player down himself. When heavy reinforcements are called out, some of them will have riot shields and will use them as a baracade trapping Snake into a corner or narrow hallway. Also during Alert Mode, if there are blood trails on the floor leading into lockers and/or closets, the enemies will either throw a grenade into that area, or have each soldier comb each nook and crannie of the area and search the lockers (and they can HEAR YOUR HEARTBEATS and your breathing if you stand too close to the locker door!). If you are hiding behind cover, some guards will provide suppressing fire while some others will flank around you. Enemies also can have the uncanny ability to spot discolorations in the atmosphere or a floating gun if you are using stealth camo.
15th Aug '17 12:11:40 PM lalalei2001
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[[folder:Card Game]]

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[[folder:Card Game]]Games]]



** In ''Videogame/YuGiOhReshefOfDestruction'', the AI will use stalling tactics, multiplying monsters, and clever spells and trap cards.
* For Wizard of the Coast's ''MagicTheGathering'' video game Duel of the Planeswalkers the programmers had a very difficult task in programming an AI that could deal with all the rule-changing cards of the game itself (and there are possibly more of them than in any other card game because of Magic's "Golden Rule", which states that the text of a card takes priority over the rest of the rules). Seemingly they succeeded.

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** In ''Videogame/YuGiOhReshefOfDestruction'', ''VideoGame/YuGiOhReshefOfDestruction'', the AI will use stalling tactics, multiplying monsters, and clever spells and trap cards.
* For Wizard of the Coast's ''MagicTheGathering'' ''VideoGame/MagicTheGathering'' video game Duel of the Planeswalkers the programmers had a very difficult task in programming an AI that could deal with all the rule-changing cards of the game itself (and there are possibly more of them than in any other card game because of Magic's "Golden Rule", which states that the text of a card takes priority over the rest of the rules). Seemingly they succeeded.
22nd Jul '17 9:29:44 PM TotemicHero
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** See especially [[FanWorks/GalacticCivilizationsTFrancisVolOne this]] AfterActionReport, which goes so far as to cause Artificial ''FridgeBrilliance''. In the mid-to-end-game, the player was up against an alliance of a warmonger, a diplomat and an average race. The warmonger could have crushed him easily, but didn't. In fact, he even used his massive empire's voting power to punch through a galactic motion for peace against all three other races. The reason for this uncharacteristic behaviour: If the player had been defeated, it would have instantly resulted in an Alliance Victory, meaning a victory primary for the diplomat race that engineered the alliance. The goal of the warmonger faction was to keep the player alive until it was strong enough to break from the alliance and conquer both of its former partners at once - and the diplomat even anticipated this betrayal and built up his forces explicitly to be strong against his own ally. At which point the player happened to play "[[DarkHorseVictory lucky third party]]" by achieving a [[AscendToAHigherPlaneOfExistence Technological Victory]]. (The developers of the game have shed doubt on this interpretation, saying that the AI was not programmed to be ''that'' intelligent.)
20th Jul '17 8:29:22 PM Tacitus
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** See especially [[http://www.computerandvideogames.com/article.php?id=161570&site=pcg this]] AfterActionReport, which goes so far as to cause Artificial ''FridgeBrilliance''. In the mid-to-end-game, the player was up against an alliance of a warmonger, a diplomat and an average race. The warmonger could have crushed him easily, but didn't. In fact, he even used his massive empire's voting power to punch through a galactic motion for peace against all three other races. The reason for this uncharacteristic behaviour: If the player had been defeated, it would have instantly resulted in an Alliance Victory, meaning a victory primary for the diplomat race that engineered the alliance. The goal of the warmonger faction was to keep the player alive until it was strong enough to break from the alliance and conquer both of its former partners at once - and the diplomat even anticipated this betrayal and built up his forces explicitly to be strong against his own ally. At which point the player happened to play "[[DarkHorseVictory lucky third party]]" by achieving a [[AscendToAHigherPlaneOfExistence Technological Victory]]. (The developers of the game have shed doubt on this interpretation, saying that the AI was not programmed to be ''that'' intelligent.)

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** See especially [[http://www.computerandvideogames.com/article.php?id=161570&site=pcg [[FanWorks/GalacticCivilizationsTFrancisVolOne this]] AfterActionReport, which goes so far as to cause Artificial ''FridgeBrilliance''. In the mid-to-end-game, the player was up against an alliance of a warmonger, a diplomat and an average race. The warmonger could have crushed him easily, but didn't. In fact, he even used his massive empire's voting power to punch through a galactic motion for peace against all three other races. The reason for this uncharacteristic behaviour: If the player had been defeated, it would have instantly resulted in an Alliance Victory, meaning a victory primary for the diplomat race that engineered the alliance. The goal of the warmonger faction was to keep the player alive until it was strong enough to break from the alliance and conquer both of its former partners at once - and the diplomat even anticipated this betrayal and built up his forces explicitly to be strong against his own ally. At which point the player happened to play "[[DarkHorseVictory lucky third party]]" by achieving a [[AscendToAHigherPlaneOfExistence Technological Victory]]. (The developers of the game have shed doubt on this interpretation, saying that the AI was not programmed to be ''that'' intelligent.)



** Human enemies will make good use of cover, and if you do the same will try to flush you out with grenades. If one of their better-equipped comrades gets killed, they'll loot their weapon and use it themselves. And when a group of Raiders or Gunners attacks one of your settlements, they'll exploit any holes in your defenses and try to disable your generators first, to shut down your sentry guns.
** It's also a lot harder to use stealth in this game. If you snipe at people from a concealed position, they'll take blind potshots back in an attempt to spook you into fleeing while their friends move in to sweep the area, or just lob a missile or Mini-Nuke into where they think you're shooting from. If you're creeping around and backstabbing your targets, they'll search every dark corner for you. In any case, if anyone survives an encounter with you or comes across your handiwork, they'll run off and tell their friends to be on the alert.

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** Human enemies will make good use of cover, and if you do the same same, will try to flush you out with grenades. If one of their better-equipped comrades gets killed, they'll loot their weapon and use it themselves. If there's an unoccupied suit of power armor with a fusion core loaded, they'll happily jump in for the added protection. And when a group of Raiders or Gunners attacks one of your settlements, they'll exploit any holes in your defenses and try to disable your generators first, to shut down your sentry guns.
** It's also a lot harder to use stealth in this game. If you snipe at people from a concealed position, they'll take blind potshots back in an attempt to spook you into fleeing moving and revealing yourself, while their friends move in to sweep the area, or area - assuming they don't just lob a missile or Mini-Nuke into where they think you're shooting from. If you're creeping around and backstabbing your targets, they'll search every dark corner for you. In any case, if anyone survives an encounter with you or comes across your handiwork, they'll run off and tell their friends to be on the alert.
9th Jul '17 2:30:53 PM rjd1922
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Of course, it's a balancing act between an AI that is bad at the game and an AI that is too good at the game. The trick is allowing the AI to make human-like mistakes while also allowing it to have human-like brilliance. After all, in a first person shooter, the AI isn't really playing the game in the same way a human does. They don't actually have a mouse/keyboard to manipulate or have to watch a monitor. Thus it's an easy task to make an AI that always knows where you are and can hit you perfectly; it's not so easy to make an AI that can act like it doesn't know where you are and can act like it has reflexes. And as some of the examples below note (see the Half-Life example about greatest threat), sometimes being smart makes it dumb.

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Of course, it's a balancing act between an AI that is bad at the game and an AI that is too good at the game. The trick is allowing the AI to make human-like mistakes while also allowing it to have human-like brilliance. After all, in a first person shooter, the AI isn't really playing the game in the same way a human does. They don't actually have a mouse/keyboard to manipulate or have to watch a monitor. Thus it's an easy task to make an AI that always knows where you are and can hit you perfectly; it's not so easy to make an AI that can act like it doesn't know where you are and can act like it has reflexes. And as some of the examples below note (see the Half-Life ''Half-Life'' example about greatest threat), sometimes being smart makes it dumb.
9th Jul '17 11:56:51 AM Tacitus
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* ''VideoGame/Fallout4'' features much improved enemy combat AI compared to earlier games in the series.
** Human enemies will make good use of cover, and if you do the same will try to flush you out with grenades. If one of their better-equipped comrades gets killed, they'll loot their weapon and use it themselves. And when a group of Raiders or Gunners attacks one of your settlements, they'll exploit any holes in your defenses and try to disable your generators first, to shut down your sentry guns.
** It's also a lot harder to use stealth in this game. If you snipe at people from a concealed position, they'll take blind potshots back in an attempt to spook you into fleeing while their friends move in to sweep the area, or just lob a missile or Mini-Nuke into where they think you're shooting from. If you're creeping around and backstabbing your targets, they'll search every dark corner for you. In any case, if anyone survives an encounter with you or comes across your handiwork, they'll run off and tell their friends to be on the alert.
** Low-level, generic Raiders suffer from ArtificialStupidity, and do things like hide behind [[EveryCarIsAPinto derelict cars]] or dismiss sounds as [[TheGuardsMustBeCrazy "probably nothing."]] Raider Veterans will not only ''not'' do that, but ''chew out their underlings for being so stupid.''
** Even the wasteland's mutated wildlife can be pretty smart. Mirelurks will cover their [[AttackItsWeakPoint vulernable faces]] with their claws as they scuttle towards you. Feral Mongrels will attack like packs of real dogs, circling around you and tearing at your flanks. Deathclaws will weave from side-to-side as they charge to foil your aim. And they're all smart enough to realize when you've climbed up or crawled into a place they can't reach, and will run off rather than let you shoot them with impunity, at least until they find another way to get at you.
19th Jun '17 1:08:00 AM ImpudentInfidel
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* It was believed that it would take a long time for computers to become very good at {{Go}} (the game has a far greater number of possible layouts than TabletopGame/{{Chess}}, so computers can't just use the "perfect lookup" method), but in March 10, 2016, Google's [=AlphaGo=] beat Lee Sedol, a world champion in Go. It is noted, however, that Mr. Sedol had been beaten before this by another chinese player, so he was only a ''former'' champion.

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* It was believed that it would take a long time for computers to become very good at {{Go}} (the game has a far greater number of possible layouts than TabletopGame/{{Chess}}, so computers can't just use the "perfect lookup" method), but in March 10, 2016, Google's [=AlphaGo=] beat Lee Sedol, a world champion in Go. It is noted, however, that Mr. Sedol had been beaten before this by another chinese player, so he was only a ''former'' champion. It beat the current champion in May of 2017.
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