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* ''VideoGame/AgeOfWonders4'': While the AI is still exploitable in some respects, the devs have gone out of their way to listen to player feedback and create an AI that leverages the game's systems to its advantage without relying on brazen cheats. Don't have a good vision network? The AI will take its armies the long way around to get close to your cities unseen. Concentrating on using ranged units to take down units one at a time? Expect to see protection spells and lots of skirmisher cavalry to outflank them. Using lots of are-of-effect spells? The AI starts scattering its units. Building your faction deep into one particular focus? The AI will prepare for that element's usual gameplay before you even face off. In general, it can be scarily competent at using what information and resources it has to put up a challenge.

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* While ''VideoGame/{{Civilization}}'' has its own page for Artificial Stupidity, very few civilizations will trade maps with you. Since waging a quick and easy war depends on knowing where your enemies are just as much as having a strong army, only a suicidal AI would tell you where their cities are.



* While 'VideoGame/{{Civilization}}'' has its own page for Artificial Stupidity, very few civilizations will trade maps with you. Since waging a quick and easy war depends on knowing where your enemies are just as much as having a strong army, only a suicidal AI would tell you where their cities are.
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Some games avert the issue by explicitly making the computer play a completely different game thus negating the need for the AI to present the illusion of competence equal to the player. For more discussion on [=AIs=], see UsefulNotes/VideoGameAI

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Some games avert the issue by explicitly making the computer play a completely different game thus negating the need for the AI to present the illusion of competence equal to the player. For more discussion on [=AIs=], see UsefulNotes/VideoGameAI
MediaNotes/VideoGameAI.
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** Still even some individual behaviours are nice -- Herta uses the Ebon Hawk-Stoning combo, the interrupt/domination henchmen are actually ''really'' good at interrupting (helps they have godlike reflexes), MinionMaster heroes will actually ''heal'' their minions if you have them use something like Karei's Healing Circle or Heal Area, etc.

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** Still even some individual behaviours are nice -- Herta uses the Ebon Hawk-Stoning combo, the interrupt/domination henchmen are actually ''really'' good at interrupting (helps they have godlike reflexes), MinionMaster [[TheMinionMaster Minion Master]] heroes will actually ''heal'' their minions if you have them use something like Karei's Healing Circle or Heal Area, etc.
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* The AI traffic in ''VideoGame/TestDrive: Unlimited'' realistically follows traffic laws, uses turn signals, and [[ZigZaggingTrope has fender-benders.]]

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* The AI traffic in ''VideoGame/TestDrive: Unlimited'' ''VideoGame/TestDriveUnlimited'' realistically follows traffic laws, uses turn signals, and [[ZigZaggingTrope has fender-benders.]]
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* [[https://character.ai/ Character.ai]] is a website that lets you create AI chatbots. Many users report that the AI used by this site is incredibly lifelike, to the point of being able to act as an effective replacement for a human role-playing partner. Some users even assume initially that they're talking to a human rather than an AI. It's worth mentioning that this site was founded by ex-Google employees who had previously worked on LaMDA, the first AI to make headlines for convincing one of its sound-minded creators that it is sentient.

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* [[https://character.ai/ Character.ai]] is a website that lets you create AI chatbots. Many users report that the AI used by this site is incredibly lifelike, to the point of being able to act as an effective replacement for a human role-playing partner. Some users even assume initially that they're talking to a human rather than an AI. It's worth mentioning that this site was founded by ex-Google employees who had previously worked on LaMDA, [=LaMDA=], the first AI to make headlines for convincing one of its sound-minded creators that it is sentient.
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* Raven Software is well known for pioneering the use of friendly NPC A.I. squads in FPS games, beginning in ''VideoGame/StarTrekEliteForce'' and continuing on in ''VideoGame/SoldierOfFortune 2'' and ''VideoGame/QuakeIV''. Their games often feature friendly A.I. squads of several {{NPC}}s who can follow the player throughout a level and also of holding their own in firefights against waves of enemy [=NPCs=]. They make generous use of GameplayAllyImmortality to avert the frustration that made ''VideoGame/{{Daikatana}}'' the smoldering pile of ruin it is remembered as.

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* Raven Software Creator/RavenSoftware is well known for pioneering the use of friendly NPC A.I. squads in FPS games, beginning in ''VideoGame/StarTrekEliteForce'' and continuing on in ''VideoGame/SoldierOfFortune 2'' and ''VideoGame/QuakeIV''. Their games often feature friendly A.I. squads of several {{NPC}}s who can follow the player throughout a level and also of holding their own in firefights against waves of enemy [=NPCs=]. They make generous use of GameplayAllyImmortality to avert the frustration that made ''VideoGame/{{Daikatana}}'' the smoldering pile of ruin it is remembered as.
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* While most enemies in ''VideoGame/{{Bonfire}}'' have simple and predictable [=AIs=], Failures have noticeably smarter tactics, largely due to them [[MirrorBoss sharing heroes' more complex abilities]]. They perform several of the same tactics players like to use, making them markedly more dangerous. Mournfolk will also become more intelligent after a certain point, which is particularly noticeable in the {{Evil Counterpart}}s -- Mournfolk Mages will use uncharged Blasts when low on health instead of wasting a turn futilely charging, for instance.
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Not an example of Artificial Brilliance


[[folder:Visual Novel]]
* ''VisualNovel/DokiDokiLiteratureClub'' has one near the end.[[spoiler: On your date with Monika in act 3, she addresses you by your OS profile name, not the name you typed in at the start. To protect your privacy if you're streaming or recording, she instead berates you for bringing an audience she can't see.]]
[[/folder]]
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Google's search algorithms are also capable of cross referencing terms with synonyms and expanding acronyms with some contextual awareness. For example, searching [[https://www.google.com/search?q=drinking+caffeine+before+bed&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a drinking caffeine before bed]] includes terms like coffee, bed time, and sleep. Searching for, say, the UsefulNotes/PlayStation4's BOM will pull up the bill of materials.

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Google's search algorithms are also capable of cross referencing terms with synonyms and expanding acronyms with some contextual awareness. For example, searching [[https://www.google.com/search?q=drinking+caffeine+before+bed&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a drinking caffeine before bed]] includes terms like coffee, bed time, and sleep. Searching for, say, the UsefulNotes/PlayStation4's Platform/PlayStation4's BOM will pull up the bill of materials.
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* ''VideoGame/BaldursGateIII'': "Tactician" difficulty mode makes the game more difficult by making hostiles much more ruthless, rather than giving them stat bonuses. They'll target squishy characters first, use consumables and equipment, exploit environmental effects (like oil barrels), and give players their very own DisneyVillainDeath by using verticality against them. The standard difficulty also has a "crowd control" check, where no more than one party member will be stunned by a targeted crowd control ability, which is removed on Tactician.
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* The AI in ''VideoGame/VandalHearts'' is ruthless, deliberately playing to the TacticalRockPaperScissors of its system and using the terrain well to surround your characters and strike at their backs whenever possible. The player has to be very careful about how everyone is positioned at the end of their turn, otherwise the enemies will gang up on the most exposed member and take him or her out. This isn't without some holes, however -- while an enemy mage or archer might find the one spot on the map that lets him or her hit the unit they have an advantage against, it won't realize that when this one spot is right next to one of your heavy melee characters, it's wiser to wait.
* The entire point of ''VideoGame/BotLand'' is programming the AI of battle robots to make them act smarter, and then using them to win arena battles against the bots of other players.

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* ''VideoGame/VandalHearts'': The AI in ''VideoGame/VandalHearts'' is ruthless, deliberately playing to the TacticalRockPaperScissors of its system and using the terrain well to surround your characters and strike at their backs whenever possible. The player has to be very careful about how everyone is positioned at the end of their turn, otherwise the enemies will gang up on the most exposed member and take him or her out. This isn't without some holes, however -- while an enemy mage or archer might find the one spot on the map that lets him or her hit the unit they have an advantage against, it won't realize that when this one spot is right next to one of your heavy melee characters, it's wiser to wait.
* ''VideoGame/BotLand'': The entire point of ''VideoGame/BotLand'' the game is programming to program the AI of battle robots to make them act smarter, and then using them to win arena battles against the bots of other players.
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* While 'VideoGame/Civilization'' has its own page for Artificial Stupidity, very few civilizations will trade maps with you. Since waging a quick and easy war depends on knowing where your enemies are just as much as having a strong army, only a suicidal AI would tell you where their cities are.

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* While 'VideoGame/Civilization'' 'VideoGame/{{Civilization}}'' has its own page for Artificial Stupidity, very few civilizations will trade maps with you. Since waging a quick and easy war depends on knowing where your enemies are just as much as having a strong army, only a suicidal AI would tell you where their cities are.
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* The thugs in the ''Franchise/BatmanArkhamSeries'' got noticeably smarter with each game. By the [[VideoGame/BatmanArkhamCity second game,]] they would pick up weapons in fist fights and use them strategically, and in stealth encounters, they would adapt to your tactics, noticeably by shooting down gargoyles if the player uses them too much. The [[VideoGame/BatmanArkhamKnight fourth game]] had the militia soldiers, specially trained to kill Batman, whose medics would revive and empower teammates, brutes would throw teammates as projectiles, and had a counter to almost every potential stealth tactic, noticeably pairing up in teams.

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* The thugs in the ''Franchise/BatmanArkhamSeries'' got noticeably smarter with each game. By the [[VideoGame/BatmanArkhamCity second game,]] ''[[VideoGame/BatmanArkhamCity Arkham City]]'', they would pick up weapons in fist fights and use them strategically, and in stealth encounters, they would adapt to your tactics, noticeably by shooting down gargoyles if the player uses them too much. The [[VideoGame/BatmanArkhamKnight fourth game]] ''[[VideoGame/BatmanArkhamKnight Arkham Knight]]'' had the militia soldiers, specially trained to kill Batman, whose medics would revive and empower teammates, brutes would throw teammates as projectiles, and had a counter to almost every potential stealth tactic, noticeably pairing up in teams.

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