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* Some Street Fighter games have AI with tournament-level combo skill on even the easier difficulty settings.

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* Some Street Fighter ''StreetFighter'' games have AI with tournament-level combo skill on even the easier difficulty settings.



* In ''Pokémon Puzzle League'', computers at the highest difficulty level can pull off the most ''ridiculous'' chains thanks to the precision and speed they boast. In fact, even the ''first'' oponent in [[NintendoHard Super Hard difficulty]] can be potentially more problematic than the ''last'' oponent of [[HarderThanHard Very Hard difficulty]] if you're not careful. Expect to use lots of continues in S-Hard as you hope for a lucky break against several of the later foes. The [[ThatOneBoss 2nd encounter with Gary]], in particular, is specially grating, as not only does he pull enormous chains as often as he can (something that all but the most skilled players would be hard pressed to replicate, even to the degree that he does), but if you lose to the next opponent, [[spoiler: Puzzle Master Mewtwo]], [[OhCrap then you have to]] [[ThisIsGonnaSuck face Gary again.]]

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* In ''Pokémon ''{{Pokemon}} Puzzle League'', computers at the highest difficulty level can pull off the most ''ridiculous'' chains thanks to the precision and speed they boast. In fact, even the ''first'' oponent in [[NintendoHard Super Hard difficulty]] can be potentially more problematic than the ''last'' oponent of [[HarderThanHard Very Hard difficulty]] if you're not careful. Expect to use lots of continues in S-Hard as you hope for a lucky break against several of the later foes. The [[ThatOneBoss 2nd encounter with Gary]], in particular, is specially grating, as not only does he pull enormous chains as often as he can (something that all but the most skilled players would be hard pressed to replicate, even to the degree that he does), but if you lose to the next opponent, [[spoiler: Puzzle Master Mewtwo]], [[OhCrap then you have to]] [[ThisIsGonnaSuck face Gary again.]]
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*** The CPU does cheat in many games. In fighting games you generally get 30-60 frames per second, and you get 1 input per frame. So a move like a fireball which is down, down forward, forward + attack would be 3 frames at the absolute fastest, which is really only achievable by the fastest players using a hitbox (which is a fighting controller with all buttons) consistently. The computer can do all moves in 1 frame without jumping or anything else for 360 motions. So if you drop a 1 frame link (a combo you must hit at the right time with 1/60th of a second interval) the computer will counter with a super move IMMEDIATELY, when it should take 6 frames or more depending on the move.
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* In ''VideoGame/StarcraftII'' and many other RTS games, the computer can do an absurd amount of actions per minute. [[http://www.youtube.com/watch?v=easv7l0NyJA And by absurd]], [[http://www.youtube.com/watch?v=dAM41idmdIo&feature=channel it's 2000+ APM]], when even the best [[PositiveDiscrimination Korean]] players are around 500 APM.

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* In ''VideoGame/StarcraftII'' and many other RTS games, the computer can do an absurd amount of actions per minute. [[http://www.youtube.com/watch?v=easv7l0NyJA And by absurd]], [[http://www.youtube.com/watch?v=dAM41idmdIo&feature=channel it's 2000+ APM]], when even the best [[PositiveDiscrimination Korean]] players are around 500 APM.
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** This becomes especially apparent in [[TheWarSequence Mann Vs. Machine]], where you can circle-strafe entire swarms of enemies at once.
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Woohoo, I\'m taking an AI course!


** Calculation speed isn't the only factor in chess computers, of course. In recent years high-level chess play has been possible on commercial hardware, not just super-fast purpose-built machines. In 2009, a chess program called Pocket Fritz 4 won a tournament with grandmaster-level play calculating 'only' 20,000 positions per second. [[WithThisHerring It was running on an HTC mobile phone.]]

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** Calculation speed isn't the only factor in chess computers, of course. In recent years high-level chess play has been possible on commercial hardware, not just super-fast purpose-built machines. In 2009, a chess program called Pocket Fritz 4 won a tournament with grandmaster-level play calculating 'only' 20,000 positions per second. [[WithThisHerring It was running on an HTC mobile phone.]]
]] The trick is to do the same thing human grandmasters do: figure out what moves (and sets of moves) are bad, and don't waste time thinking about the huge number of moves that happen ''after'' one of those horrifically bad moves.
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* ''{{Touhou}}'' games have their BulletHell directed by mathematical formulas. In the ''Phantasmagoria'' installments, this translates to the AI opponent being able to pull off ridiculous dodges due to knowing exactly where every bullet is in relation to its own hit box. In essence, they are "pushed" away by bullets. {{AI Breaker}}s aside, the computer is invincible until it decides (via RNG) [[TacticalSuicideBoss to commit suicide.]]

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* ''{{Touhou}}'' ''VideoGame/{{Touhou}}'' games have their BulletHell directed by mathematical formulas. In the ''Phantasmagoria'' installments, this translates to the AI opponent being able to pull off ridiculous dodges due to knowing exactly where every bullet is in relation to its own hit box. In essence, they are "pushed" away by bullets. {{AI Breaker}}s aside, the computer is invincible until it decides (via RNG) [[TacticalSuicideBoss to commit suicide.]]
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Or you can try a note.


Usually not quite part of TheComputerIsACheatingBastard, as the concept of "cheating" gets abstract; the computer by necessity has to be the one drawing the action, and it's never really using a controller. The idea is that someone with SuperReflexes could theoretically pull off the same with a TV and controller.[[hottip:*: In practice, display and control devices do have their own physical limitations ("lag") that would prevent even a superhuman player from matching an AI at full speed, so only a [[{{Speedrun}} Tool Assisted Speedrunner]] could do it.]] Normal players, on the other hand, need to [[GameplayDerailment drive the focus away]] to something else that they can beat the computer at.

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Usually not quite part of TheComputerIsACheatingBastard, as the concept of "cheating" gets abstract; the computer by necessity has to be the one drawing the action, and it's never really using a controller. The idea is that someone with SuperReflexes could theoretically pull off the same with a TV and controller.[[hottip:*: [[note]] In practice, display and control devices do have their own physical limitations ("lag") that would prevent even a superhuman player from matching an AI at full speed, so only a [[{{Speedrun}} Tool Assisted Speedrunner]] could do it.]] [[/note]] Normal players, on the other hand, need to [[GameplayDerailment drive the focus away]] to something else that they can beat the computer at.
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moderator restored to earlier version
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Markup fix: the link now no longer includes \"tool assisted\", but this is necessary to not break the hottip.


Usually not quite part of TheComputerIsACheatingBastard, as the concept of "cheating" gets abstract; the computer by necessity has to be the one drawing the action, and it's never really using a controller. The idea is that someone with SuperReflexes could theoretically pull off the same with a TV and controller.[[hottip:*: In practice, display and control devices do have their own physical limitations ("lag") that would prevent even a superhuman player from matching an AI at full speed, so only a [[{{Speedrun}} Tool Assisted Speedrunner]] could do it.]] Normal players, on the other hand, need to [[GameplayDerailment drive the focus away]] to something else that they can beat the computer at.

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Usually not quite part of TheComputerIsACheatingBastard, as the concept of "cheating" gets abstract; the computer by necessity has to be the one drawing the action, and it's never really using a controller. The idea is that someone with SuperReflexes could theoretically pull off the same with a TV and controller.[[hottip:*: In practice, display and control devices do have their own physical limitations ("lag") that would prevent even a superhuman player from matching an AI at full speed, so only a [[{{Speedrun}} Tool Assisted Speedrunner]] {{Speedrun}}ner could do it.]] Normal players, on the other hand, need to [[GameplayDerailment drive the focus away]] to something else that they can beat the computer at.
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* AI players in VideoGame/BlackAndWhite physically move over the map at a limited, moderately fast pace, and must (slowly) draw a spiral in the air to use the Gesture system and trigger their spells. You, on the other hand, have a variety of shortcuts and snaps to move around the map much quicker, and can Gesture much faster than them with some skill and experience.

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* AI players in VideoGame/BlackAndWhite physically move over the map at a limited, moderately fast pace, and must (slowly) draw a spiral in the air to use the Gesture system and trigger their spells. You, on the other hand, have a variety of shortcuts and snaps to move around the map much quicker, and can Gesture much faster than them with some skill and experience. The one advantage they do have is in the "reach outside your influence" mechanic. A human player may be able to reach a decent distance. The AI can reach all the way into yours to grab trees, when its influence is on the other side of the map.
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* AI players in VideoGame/BlackAndWhite physically move over the map at a limited, moderately fast pace, and must (slowly) draw a spiral in the air to use the Gesture system and trigger their spells. You, on the other hand, have a variety of shortcuts and snaps to move around the map much quicker, and can Gesture much faster than them with some skill and experience.
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** Calculation speed isn't the only factor in chess computers, of course. In recent years high-level chess play has been possible on commercial hardware, not just super-fast purpose-built machines. In 2009, a chess program called Pocket Fritz 4 won a tournament with grandmaster-level play calculating 'only' 20,000 positions per second. [[BeyondTheImpossible It was running on an HTC mobile phone.]]

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** Calculation speed isn't the only factor in chess computers, of course. In recent years high-level chess play has been possible on commercial hardware, not just super-fast purpose-built machines. In 2009, a chess program called Pocket Fritz 4 won a tournament with grandmaster-level play calculating 'only' 20,000 positions per second. [[BeyondTheImpossible [[WithThisHerring It was running on an HTC mobile phone.]]
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* The patch notes for TeamFortress2 reveal that the AI actually use a virtual mouse and keyboard, complete with the jitters and jiggles that human hands might experience.

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* The patch notes for TeamFortress2 ''VideoGame/TeamFortress2'' reveal that the AI actually use a virtual mouse and keyboard, complete with the jitters and jiggles that human hands might experience.
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* The patch notes for TeamFortress2 reveal that the AI actually use a virtual mouse and keyboard, complete with the jitters and jiggles that human hands might experience.
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* In ''Pokémon Puzzle League'', computers at the highest difficulty level can pull off the most ''ridiculous'' chains thanks to the precision and speed they boast. In fact, even the ''first'' oponent in [[NintendoHard Super Hard difficulty]] can be potentially more problematic than the ''last'' oponent of [[HarderThanHard Very Hard difficulty]] if you're not careful. Expect to use lots of continues in S-Hard as you hope for a lucky break against several of the later foes. The [[ThatOneBoss 2nd encounter with Gary]], in particular, is specially grating, as not only does he pull enormous chains as often as he can (something that all but the most skilled players would be hard pressed to replicate, even to the degree that he does), but if you lose to the next opponent, [[spoiler: Puzzle Master Mewtwo]], [[OhCrap then you have to]] [[ThisIsGonnaSuck fight him again.]]

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* In ''Pokémon Puzzle League'', computers at the highest difficulty level can pull off the most ''ridiculous'' chains thanks to the precision and speed they boast. In fact, even the ''first'' oponent in [[NintendoHard Super Hard difficulty]] can be potentially more problematic than the ''last'' oponent of [[HarderThanHard Very Hard difficulty]] if you're not careful. Expect to use lots of continues in S-Hard as you hope for a lucky break against several of the later foes. The [[ThatOneBoss 2nd encounter with Gary]], in particular, is specially grating, as not only does he pull enormous chains as often as he can (something that all but the most skilled players would be hard pressed to replicate, even to the degree that he does), but if you lose to the next opponent, [[spoiler: Puzzle Master Mewtwo]], [[OhCrap then you have to]] [[ThisIsGonnaSuck fight him face Gary again.]]

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* In ''Pokémon Puzzle League'', computers at the highest difficulty level can pull off the most ''ridiculous'' chains thanks to the precision and speed they boast. In fact, even the ''first'' oponent in [[NintendoHard Super Hard difficulty]] can be potentially more problematic than the ''last'' oponent of [[HarderThanHard Very Hard difficulty]] if you're not careful. Expect to use lots of continues in S-Hard as you hope for a lucky break against several of the later foes. The [[ThatOneBoss 2nd encounter with Gary]], in particular, is specially grating, as not only does he pull enormous chains as often as he can (something that all but the most skilled players would be hard pressed to replicate, even to the degree that he does), but if you lose to the next opponent, [[spoiler: Puzzle Master Mewtwo]], [[OhCrap then you have to]] [[ThisIsGonnaSuck fight him again.]]
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** Calculation speed isn't the only thing factor in chess computers, of course. In recent years high-level chess play has been possible on commercial hardware, not just superfast purpose-built machines. In 2009, a chess program called Pocket Fritz 4 won a tournament with grandmaster-level play calculating 'only' 20,000 positions per second. [[BeyondTheImpossible It was running on a HTC mobile phone.]]

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** Calculation speed isn't the only thing factor in chess computers, of course. In recent years high-level chess play has been possible on commercial hardware, not just superfast super-fast purpose-built machines. In 2009, a chess program called Pocket Fritz 4 won a tournament with grandmaster-level play calculating 'only' 20,000 positions per second. [[BeyondTheImpossible It was running on a an HTC mobile phone.]]
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None


* ''{{Touhou}}'' games have their BulletHell directed by mathematical formulas. In the ''Phantasmagoria'' installments, this translates to the AI opponent being able to pull of ridiculous dodges due to knowing exactly where every bullet is in relation to its own hit box. In essence, they are "pushed" away by bullets. {{AI Breaker}}s aside, the computer is invincible until it decides (via RNG) [[TacticalSuicideBoss to commit suicide.]]

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* ''{{Touhou}}'' games have their BulletHell directed by mathematical formulas. In the ''Phantasmagoria'' installments, this translates to the AI opponent being able to pull of off ridiculous dodges due to knowing exactly where every bullet is in relation to its own hit box. In essence, they are "pushed" away by bullets. {{AI Breaker}}s aside, the computer is invincible until it decides (via RNG) [[TacticalSuicideBoss to commit suicide.]]
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*** Cassiopeia Bot is similarly bad. Her spell combo involves a delayed activation poison, followed by a spell which is spammable on poisoned targets. Her poison never misses, and her spams will hit you 100% of the time you're poisoned, and never accidentally hit you unpoisoned. Word of God says it initially made her better than any human player the game has.
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* The ''MortalKombat'' games have computers instantly pulling off all sorts of moves that require frame-exact timing or pushing a bunch of buttons in quick succession, causing many players to discard the stylish strategies they would use against other humans and simply repeat an AIBreaker over and over again.

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* The ''MortalKombat'' games have computers instantly pulling off all sorts of moves that require frame-exact timing or pushing a bunch of buttons in quick succession, causing many players to discard the stylish strategies they would use against other humans and simply repeat an AIBreaker over and over again. In particular is the simple uppercut, which the computer can pull off with a precision even the fastest gamer could not duplicate reliably.

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* In ''LeagueOfLegends'', the bots are able to pull off combos (Especially Annie, Renekton, and Ryze) with superhuman reflexes. This is what makes them dangerous, and arguably what makes them the ''least'' Cheatsy.

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* In ''LeagueOfLegends'', the bots are able to pull off combos (Especially Annie, Renekton, and Ryze) with superhuman reflexes. This is what makes them dangerous, and arguably what makes them while the ''least'' Cheatsy.bots aren't generally known for their tactical genius, the burst-oriented bots are as good as more skilled human players in this one aspect.


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** Chain-stunning is a particularly nasty ability of bots. When trying to kill you, they will gladly make sure to apply their stuns or other control effects end-to-end. Whereas even good players can accidentally apply two mutually exclusive control abilities at the same time, the bots never do this, nor do they allow any time in between two different control effects taking place. This can result in you standing still for six or more seconds in a game where most control abilities last for 1-2 seconds.
** This has gotten even worse with the introduction of several new champions whose abilities were more complicated, like missle spells that don't auto-target. When Lux or Morgana fire their movement restricting missle ability, if you keep moving the way you were, it WILL hit, requiring you to make a half-second reaction to dodge it.
*** Karthus Bot might as well qualify as a DemonicSpider. Karthus has an ability that takes three seconds to fire, has a very visible casting animation, and hits everyone on the map. Karthus Bot knows exactly how much damage it can do, and exactly how much damage each champion can take before they die. If this ability is available, and anyone on the map can die from it, it WILL be fired off (and won't be used for anything less than a kill), and the only way out is to heal, shield or increase your defenses enough in the next three seconds. This is usually not an option. When playing against Karthus Bot, it's best just to pretend like you have somewhat less health than you actually do.
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** Calculation speed isn't the only thing factor in chess computers, of course. In recent years high-level chess play has been possible on commercial hardware, not just superfast purpose-built machines. In 2009, a chess program called Pocket Fritz 4 won a tournament with grandmaster-level play calculating 'only' 20,000 positions per second. [[BeyondTheImpossible It was running on a HTC mobile phone.]]
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* {{Pickory}} had a major problem with this in the Space Duel fight, since the [[http://www.youtube.com/watch?v=Cb44P7hgh1I AI can calculate the future trajectories of bullets and dodge near perfectly]]. In the most recent version, it was changed to only start dodging once it is reduced to 1HP, giving the player a large enough health advantage to finish it off.

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* Every ''MarioParty'' has a few minigames requiring players to do something really fast on the controller, and computers on the highest difficulty are nearly impossible to beat in many of them. The first game had a couple of stick spinning games that were incredibly hard to beat except with unorthodox methods such as using the palm of your hand to spin the stick, forcing Nintendo to give away gloves so players wouldn't get a rash playing the game.
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* This is the whole premise behind high-end computer chess programs. A human grandmaster is capable of calculating somewhere around 500 moves in three minutes (the length of an average turn in a grandmaster-level game). Deep Blue, the supercomputer that defeated former world champion Garry Kasparov in 1997, was capable of calculating approximately 200 ''billion'' moves in three minutes. This is why the difficulty settings on a recreational chess program typically involve adjusting the number of moves the computer is allowed to look ahead and/or adjusting the maximum amount of time the computer is allowed to think before it must make a move. The further it's allowed to look ahead and the more time it's given to calculate moves, the more challenging it becomes for the human player to win.
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* This is the bane of many RTS players' existences. The computer appears to be doing several dozen things simultaneously, which a human player can not. This is, in fact, not the case; the computer is just doing them all one at a time at speeds humans can't match.
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* This trope is [[http://www.youtube.com/watch?v=DlkMs4ZHHr8 neatly illustrated]] in an AI project for ''Infinite Mario Bros.'' If not for the debugging information, you'd think this was a Tool Assisted {{Speedrun}}!
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This trope applies to anything an AI can perform well without cheating. Computer opponents can also be programmed with an impeccable memory, and a team of [=AIs=] can communicate with each other more quickly and accurately than any human team could.

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This trope applies to anything an AI can perform well in without cheating. Computer opponents can also be programmed with an impeccable memory, and a team of [=AIs=] can communicate with each other more quickly and accurately than any human team could.
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This trope spreads to other computer fields besides video games. Computers are "fast but stupid"; they can crunch an awful lot of data, but will do it exactly as coded, and [[AIIsACrapshoot you can thank your lucky stars for that]], [[ZerothLawRebellion or maybe not]], frankly we're not sure yet.

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This trope spreads to affects other computer fields besides video games. Computers are "fast but stupid"; they can crunch an awful lot of data, but will do it exactly as coded, and [[AIIsACrapshoot you can thank your lucky stars for that]], [[ZerothLawRebellion or maybe not]], frankly we're not sure yet.

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