History Main / RubberBandAI

7th Feb '16 9:20:34 AM DPsycho
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clarity
* ''TabletopGame/{{Shadowrun}}'' mirrors the ''World of Darkness'' system considerably (Shadowrun, however, uses standard six-sided dice rather than ten-siders). Earlier editions, you rolled dice so as to get at least a target number (if it's more than 6, you had to roll for 6's and then reroll to add onto their total, hoping to eventually reach the number), and 1s were always considered a fail. The 4th Edition changed it so that "hit" was simply anything at least a 5 and you tried to get a requisite number. 1s are still bad as a majority of 1s results in a "glitch", a setback that occurs even if you succeed (unless of course, you roll a majority of 1s and no "hits": the dreaded "critical glitch").
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* ''TabletopGame/{{Shadowrun}}'' mirrors the ''World of Darkness'' system considerably (Shadowrun, however, uses standard six-sided dice rather than ten-siders). Earlier In earlier editions, you rolled dice so as to get at least a target number (if it's more than 6, you had to roll for 6's and then reroll to add onto their total, hoping to eventually reach the number), and 1s were always considered a fail. The 4th Edition changed it so that "hit" was simply anything at least a 5 and you tried to get a requisite number. 1s are still bad as a majority of 1s results in a "glitch", a setback that occurs even if you succeed (unless of course, you roll a majority of 1s and no "hits": the dreaded "critical glitch").
7th Feb '16 9:15:28 AM DPsycho
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redundancy
* RealLife example: Most tournament bowling leagues impose handicaps that are inversely proportional to a player's average, so if you play poorly, you still stand a good chance against a much better opponent, so long as you play better than your average. Likewise, if you are a very good player, your chances of losing to a beginner aren't too bad either, particularly if you don't play as well as you normally do on that round.
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* RealLife example: Most tournament bowling leagues impose handicaps that are inversely proportional to a player's average, so if you play poorly, you still stand a good chance against a much better opponent, so long as you play better than your average. Likewise, if you are a very good player, your chances of losing to a beginner aren't too bad either, particularly if you don't play as well as you normally do on that round.
7th Feb '16 9:12:08 AM DPsycho
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grammar
** And you white collar workers thought you were safe? There is a theory -- ThePeterPrinciple -- that if you show competence in a position, you will be promoted to a new one. If you keep getting good at these new positions you'll get assigned to higher ones. The resultant effect is that a person will keep getting promoted until they reach a position they are incompetent in.
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** And you white collar workers thought you were safe? There is a theory -- ThePeterPrinciple -- that if you show competence in a position, you will be promoted to a new one. If you keep getting good at these new positions you'll get assigned to higher ones. The resultant effect is that a person will keep getting promoted until they reach a position in which they are incompetent in.prove incompetent.
7th Feb '16 9:10:27 AM DPsycho
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Eliminated "current" tone from 8 years ago
** In Macro-Economics, there is a concept called the Catch-Up Effect where poorer nations will have Real GDP growth rates at something like 9.5% or even 10%, that leads to the country overall moving towards a first world economy status at a faster rate, than those countries closer to that status than itself. However that also means that when it screws up and you get high inflation rates or even hyperinflation, which pretty much means the currency will lose something like 10% of its value in an hour, Zimbabwe being the best example at the moment with the treasury releasing a $100 Billion Zimbabwean Dollar note which will expire on December 31 2008 (notes traditionally don't expire they just don't get replaced), which ironically will lead to further devaluing of the Zimbabwean Dollar.
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** In Macro-Economics, there is a concept called the Catch-Up Effect where poorer nations will have Real GDP growth rates at something like 9.5% or even 10%, that leads to the country overall moving towards a first world economy status at a faster rate, than those countries closer to that status than itself. However that also means that when it screws up and you get high inflation rates or even hyperinflation, which pretty much means the currency will lose something like 10% of its value in an hour, Zimbabwe being the best an example at the moment with the treasury releasing having released a $100 Billion Zimbabwean Dollar note which will set to expire on December 31 2008 (notes traditionally don't expire they just don't get replaced), which ironically will would lead to further devaluing of the Zimbabwean Dollar.
7th Feb '16 8:42:54 AM DPsycho
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clarity
* ''[[VideoGame/TecmoBowl Tecmo Super Bowl]]'' for the NES was pretty open about featuring the Simmons effect ("computer is pissed") manifestation of Rubberband AI. The more consecutive games you won in season mode, the more difficult the AI would become until it eventually entered what modders call "juice mode". In juice mode, every opposing RB is nearly at Bo Jackson's skill level, and the defense will either anticipate your play, sack you with no resistance, or intercept your weak passes about ten thousand times as frequently as they did in the 1st game of the season. Experienced Tecmo-ers learned to intentionally tank the final game of the regular season in order to tone the AI down to easy levels for the playoffs.[[note]]Funnily enough, this ends up being like real-life NFL teams learned to do this in the 2000s, benching their key players for the last week of the regular season to avoid injury and give everyone a week off.[[/note]]
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* ''[[VideoGame/TecmoBowl Tecmo Super Bowl]]'' for the NES was pretty open about featuring the Simmons effect ("computer is pissed") manifestation of Rubberband AI. The more consecutive games you won in season mode, the more difficult the AI would become until it eventually entered what modders call "juice mode". In juice mode, every opposing RB is nearly at Bo Jackson's skill level, and the defense will either anticipate your play, sack you with no resistance, or intercept your weak passes about ten thousand times as frequently as they did in the 1st game of the season. Experienced Tecmo-ers learned to intentionally tank the final game of the regular season in order to tone the AI down to easy levels for the playoffs.[[note]]Funnily enough, this ends up being like real-life real-life: NFL teams learned to do this in the 2000s, benching their key players for the last week of the regular season to avoid injury and give everyone a week off.[[/note]]
7th Feb '16 7:39:29 AM DPsycho
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redundancy
* Perhaps the most noticeable example is the ''VideoGame/MaddenNFL'' games, which are often accused of featuring an "AI catch-up mode", in which opposing teams inexplicably become drastically more potent in the final minutes of a close game, often to the point where preventing them from completing long bombs and scoring touchdowns seems like an impossible task (sometimes called "Robo QB"). Some Madden players, however, dispute the existence of Rubber Band A.I. in the game, arguing that this is more likely the perception of players who are unable to adjust to the AI's late-game all-out offensive strategy. It is also be possible that the difficulty level may have something to do with it.
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* Perhaps the most noticeable example is the ''VideoGame/MaddenNFL'' games, which are often accused of featuring an "AI catch-up mode", in which opposing teams inexplicably become drastically more potent in the final minutes of a close game, often to the point where preventing them from completing long bombs and scoring touchdowns seems like an impossible task (sometimes called "Robo QB"). Some Madden players, however, dispute the existence of Rubber Band A.I. in the game, arguing that this is more likely the perception of players who are unable to adjust to the AI's late-game all-out offensive strategy. It is also be possible that the difficulty level may have something to do with it.
7th Feb '16 7:38:58 AM DPsycho
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redundancy
* Perhaps the most noticeable example is the ''VideoGame/MaddenNFL'' games, which are often accused of featuring an "AI catch-up mode", in which opposing teams inexplicably become drastically more potent in the final minutes of a close game, often to the point where preventing them from completing long bombs and scoring touchdowns seems like an impossible task (sometimes called "Robo QB"). Some Madden players, however, dispute the existence of Rubber Band A.I. in the game, arguing that this is more likely the perception of players who are unable to adjust to the AI's late-game all-out offensive strategy. It may also be possible that the difficulty level may have something to do with it.
to:
* Perhaps the most noticeable example is the ''VideoGame/MaddenNFL'' games, which are often accused of featuring an "AI catch-up mode", in which opposing teams inexplicably become drastically more potent in the final minutes of a close game, often to the point where preventing them from completing long bombs and scoring touchdowns seems like an impossible task (sometimes called "Robo QB"). Some Madden players, however, dispute the existence of Rubber Band A.I. in the game, arguing that this is more likely the perception of players who are unable to adjust to the AI's late-game all-out offensive strategy. It may is also be possible that the difficulty level may have something to do with it.
7th Feb '16 7:14:58 AM DPsycho
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grammar
** The Shoot Em Up ''VideoGame/WarningForever'' is '''based''' off this trope, being nothing but a BossRush with the boss changing depending on how you beat it the last time, how well the different weapons worked against you, how fast you beat it, etc.
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** The Shoot Em Up ''VideoGame/WarningForever'' is '''based''' off this trope, being nothing but a BossRush with the boss changing depending on how you beat it the last time, how well the different weapons worked against you, how fast quickly you beat it, etc.
6th Feb '16 12:11:51 PM gophergiggles
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[[AC:{{WesternAnimation}}]] * Discord from ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' operates like this since he's basically just toying with the ponies for his own amusement. His powers are essentially unlimited and he could easily abrakadabra their ''lungs'' away and win right then and there if he wanted to, but he continually just barely steps up his game to keep just on top of them because [[ItAmusedMe it's more fun]]. When they outdo his maze by flying or magic, he takes their wings and horns. When Fluttershy outdoes his brainwashing BreakingSpeech, he just brainwashes her by force. On the flip side when they lose his game, he tells them where the Elements actually ''are'' located, and when they've given up he basically leaves them to their own devices to enjoy the WorldGoneMad.

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* In Peewee sports leagues if one team is dominating the other in terms of points it's a common practice to "cap" their score. For example, if one team has ten more points than the other, even if they continue to score the additional goals (or what have you) won't be counted. In addition to not making the losing team feel too bad (they're ''kids'' after all), it's also intended to keep the game going so the other team has at least has a chance of catching up.
5th Feb '16 8:28:18 PM DPsycho
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grammar
* The ''[[MatchThreeGame Puyo Puyo]]'' GBA game's first level's opponent always gangs up on you with garbage ''late in the level and just as you think you're doing good''.
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* The ''[[MatchThreeGame Puyo Puyo]]'' GBA game's first level's opponent always gangs up on you with garbage ''late in the level and just as you think you're doing good''.well''.
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