History Main / PerfectPlayAI

7th Jun '16 3:21:30 PM Morgenthaler
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* Real Life example: In ''Literature/TheArtOfWar'', SunTzu recommends "safe" approaches such as these in the following quote.

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* Real Life example: In ''Literature/TheArtOfWar'', SunTzu Creator/SunTzu recommends "safe" approaches such as these in the following quote.
28th May '16 7:38:43 PM nombretomado
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*** Ironically averted on the PlayStation port where the AI is very stupid. There's a reason [[NoExportForYou it was only released in Japan]].

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*** Ironically averted on the PlayStation UsefulNotes/PlayStation port where the AI is very stupid. There's a reason [[NoExportForYou it was only released in Japan]].



* The old ''[[Manga/OnePiece One Piece: Grand Battle]]'' series of games on the Gamecube and Playstation 2, mostly the final one which was released only in America: ''Grand Adventure''. The opponent AI is actually pretty dumb on normal and hard difficulty, but ''hardest''? Hoo boy. You might as well be playing with a handicap against you; the AI no longer gets stunned when caught in a combo, (so they can attack you between punches, meaning slow MightyGlacier characters are next to useless) they're programmed to ''immediately'' grab or use a guard breaker the second you press the block button, and the ones with counter attacks will use them perfectly without fail. What's worse is that, unlike most fighting games, they often will outright have double your health, strength, ''and'' defense even when it defies common sense. The only way to win is to spam aerial attacks, items, and super attacks and hope you don't die (though ''throwing'' items no longer works either, since they have perfect timing and will catch them no matter what position they're in and throw it back at you).

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* The old ''[[Manga/OnePiece One Piece: Grand Battle]]'' series of games on the Gamecube and Playstation 2, UsefulNotes/PlayStation2, mostly the final one which was released only in America: ''Grand Adventure''. The opponent AI is actually pretty dumb on normal and hard difficulty, but ''hardest''? Hoo boy. You might as well be playing with a handicap against you; the AI no longer gets stunned when caught in a combo, (so they can attack you between punches, meaning slow MightyGlacier characters are next to useless) they're programmed to ''immediately'' grab or use a guard breaker the second you press the block button, and the ones with counter attacks will use them perfectly without fail. What's worse is that, unlike most fighting games, they often will outright have double your health, strength, ''and'' defense even when it defies common sense. The only way to win is to spam aerial attacks, items, and super attacks and hope you don't die (though ''throwing'' items no longer works either, since they have perfect timing and will catch them no matter what position they're in and throw it back at you).
22nd May '16 11:40:17 AM gophergiggles
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** In fact, this is ''specifically'' the reason why Zangief is a "villain" in ''Film/WreckItRalph'': he frustrated scriptwriter Phil Johnson, an avid fan of Street Fighter II, as a kid to the point of being a ''meta villain'':
--> '''Phil Johnson:''' "Thatís all my fault. I played a lot of Street Fighter as a young man and Zangief tormented me so much that I donít care what anybody says, he was bad to me."
3rd May '16 9:52:09 AM gophergiggles
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** With some of his styles, Dante does the same as Vergil from before. The most effective way to beat him is walk to him while shooting, causing Dante [[ShootTheBullet to do the same]], then quickly attacking with Devil Buster once in range.

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** With some of his styles, Dante does the same as Vergil from before. The most effective way to beat him is walk to him while shooting, causing Dante [[ShootTheBullet to do the same]], then quickly attacking with Devil Buster once in range. You can also sit on top of the altar in the room: due to a GoodBadBug he'll repeatedly try to jump up to get to you, leaving himself wide open to the Devil Buster ''every single time without fail''.
18th Apr '16 5:14:55 AM aye_amber
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* ''VideoGame/{{DOTA}}2:''

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* ''VideoGame/{{DOTA}}2:''''VideoGame/Dota2''



* Several of the {{bonus boss}}es in ''VideoGame/OneMustFall'', especially Devan Shell. To make things worse, One Must Fall had block damage off by default (and you needed a cheat code to turn it on).

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* Several of the {{bonus boss}}es in ''VideoGame/OneMustFall'', ''VideoGame/OneMustFall,'' especially Devan Shell. To make things worse, One Must Fall had block damage off by default (and you needed a cheat code to turn it on).
18th Apr '16 5:13:49 AM aye_amber
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* ''VideoGame/KillerInstinct''. If you do any kind of move that has more than 5 frames and doesn't hit the opponent, the AI will rush in, do a special which goes straight through your attack, and then follow up with a flawless 8-hit combo. All at the exact moment you press the button. There's a reason we call NintendoHard "Nintendo hard".
** Much less prevalent in ''Killer Instinct 2,'' where the game mechanics are much friendlier and give you many opprotunities to counter the AI. The TacticalRockPaperScissors nature of how combo openers work in ''[=KI2=]'' is probably the easiest thing you can use to this effect, and combo breakers are ''much'' easier, so the AI popping off its perfect combos is no longer your death knell. In fact, if you don't have the reflexes to do the breaker correctly on purpose, you still have a fifty-fifty chance of getting it by guessing.

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* ''VideoGame/KillerInstinct''. ''VideoGame/KillerInstinct.'' If you do any kind of move that has more than 5 frames and doesn't hit the opponent, the AI will rush in, do a special which goes straight through your attack, and then follow up with a flawless 8-hit combo. All at the exact moment you press the button. There's a reason we call NintendoHard "Nintendo hard".
Hard."
** Much less prevalent in ''Killer Instinct 2,'' where the game mechanics are much friendlier and give you many opprotunities opportunities to counter the AI. The TacticalRockPaperScissors nature of how combo openers work in ''[=KI2=]'' ''[=KI=]2'' is probably the easiest thing you can use to this effect, and combo breakers are ''much'' easier, so the AI popping off its perfect combos is no longer your death knell. In fact, if you don't have the reflexes to do the breaker correctly on purpose, you still have a fifty-fifty chance of getting it by guessing.



* In DigimonRumbleArena, Reapermon was capable of instantly winning with just one combo: Charging forward with Grim Slasher, a multi-hit special, followed by Bone Duster, another multi-hit special. His super meter will be full after this, allowing him to follow up with Burning Cyclone immediately. His opponent ''will'' be dazed after this, which Reapermon will exploit for another Grim Slasher -> Bone Duster combo. He'd probably use another finisher and keep repeating if the player's health wouldn't already be 0 at this point. His AI could pull this even in easy mode. And to top it all off, Reapermon becomes playable after just one playthrough.
* ''VideoGame/{{Dota 2}}'':

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* In DigimonRumbleArena, VideoGame/DigimonRumbleArena, Reapermon was capable of instantly winning with just one combo: Charging forward with Grim Slasher, a multi-hit special, followed by Bone Duster, another multi-hit special. His super meter will be full after this, allowing him to follow up with Burning Cyclone immediately. His opponent ''will'' be dazed after this, which Reapermon will exploit for another Grim Slasher -> Bone Duster combo. He'd probably use another finisher and keep repeating if the player's health wouldn't already be 0 at this point. His AI could pull this even in easy mode. And to top it all off, Reapermon becomes playable after just one playthrough.
* ''VideoGame/{{Dota 2}}'':''VideoGame/{{DOTA}}2:''
13th Jan '16 3:07:14 PM TheNerfGuy
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Of course, it's also possible that some Perfect Play AIs are ''also'' [[TheComputerIsACheatingBastard cheating bastards]], but exactly how to distinguish whether or not this is the case is a difficult matter. The AI may be able to predict the player's movements after a button press, even before a distinct animation occurs on-screen. In games where DefeatMeansPlayable, a player can compare whether the character in question handles the same in the player's hands as it did in the AI's. For example, if a character has a special attack that requires holding "down" for a full second before executing, a human player is left vulnerable while preparing it (as they cannot move while crouched), but if the AI can execute it immediately with no preparation, then that is a sign of cheating bastardry. However, if the AI is a unique opponent, it may be impossible to ever determine whether the AI was ''actually'' cheating, or if the boss character was just PurposefullyOverpowered.

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Of course, it's also possible that some Perfect Play AIs are ''also'' [[TheComputerIsACheatingBastard cheating bastards]], but exactly how to distinguish whether or not this is the case is a difficult matter. The AI may be able to predict the player's movements after a button press, even before a distinct animation occurs on-screen. In games where DefeatMeansPlayable, a player can compare whether the character in question handles the same in the player's hands as it did in the AI's. For example, if a character has a special attack that requires holding "down" for a full second before executing, a human player is left vulnerable while preparing it (as they cannot move while crouched), but if the AI can execute it immediately with no preparation, then that is a sign of cheating bastardry. However, if the AI is a unique opponent, it may be impossible to ever determine whether the AI was ''actually'' cheating, or if the boss character was just PurposefullyOverpowered.
PurposelyOverpowered.
8th Jan '16 5:19:41 PM Kinitawowi
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* The FinalBoss of ZXSpectrum darts sim ''180'' is Jammy Jim. You get first throw, and you'll need it because one blink and he'll 9-dart you. He misses his target about once in every fifty throws. It's quite telling that while you need to take two legs to beat everyone else, you can beat Jim with one.
21st Dec '15 5:08:29 PM Pinokio
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** ''[[VideoGame/StreetFighterEX Street Fighter EX Plus Alpha]]'': This is noticeable fighting Akuma/Shin Akuma on harder difficulties.
16th Dec '15 7:00:47 PM nombretomado
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* Inconsistent with LeagueOfLegends bots, particularly at intermediate level. An observable example is they evade Jinx's "Zap!" taser with perfect timing, even when fired while in stealth or otherwise out of sight. However, they stupidly run right into her "Flame Chomper" traps.

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* Inconsistent with LeagueOfLegends ''VideoGame/LeagueOfLegends'' bots, particularly at intermediate level. An observable example is they evade Jinx's "Zap!" taser with perfect timing, even when fired while in stealth or otherwise out of sight. However, they stupidly run right into her "Flame Chomper" traps.
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