History Main / TheAllSeeingAI

29th Apr '16 12:47:24 PM BeerBaron
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*** Even more egregious, you can silently sneak into a house, pocket a small item, and escape undetected, and there's still a chance that the item's owner will hire thugs to track you down ''by name!'' Even worse, they may call upon the ''Dark Brotherhood'', a top-tier assassin's guild, to '''assassinate''' you. This can happen even if the victim is a simple farmer and the stolen item is a tomato. [[DisproportionateRetribution Disproportionate retribution]], indeed.



*** Even more egregious, you can silently sneak into a house, pocket a small item, and escape undetected, and there's still a chance that the item's owner will hire thugs to track you down ''by name!'' Even worse, they may call upon the ''Dark Brotherhood'', a top-tier assassin's guild, to '''assassinate''' you. This can happen even if the victim is a simple farmer and the stolen item is a tomato. [[DisproportionateRetribution Disproportionate retribution]], indeed.
15th Mar '16 7:22:43 AM BossKey
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Added DiffLines:

** More amusingly, this actually turns Fusilier Dragon, the Dual-Mode Beast into a minor AIBreaker. Fusilier Dragon is a Level 8 monster with the effect that it can be Summoned or Set without Tributing monsters (normally it would cost 2), at the cost of halving its ATK and DEF points. Setting it this way causes the AI to refuse to attack it until they've gotten out their own big guns, because it doesn't take this effect into account and just sees a face-down Level 8 monster.
30th Jan '16 8:58:31 AM nombretomado
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* In the ''SyphonFilter'' series, enemies can detect you in pitch blackness even if they lack night vision goggles.

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* In the ''SyphonFilter'' ''VideoGame/SyphonFilter'' series, enemies can detect you in pitch blackness even if they lack night vision goggles.
20th Jan '16 4:19:39 AM jormis29
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** Neutral hostile creatures (called "creeps") can see through the fog of war and use their abilities on units they're not supposed to see, though this happens very rarely and with only one unit (Murloc Huntsmen); when provoked, they tend to cast Ensnare on a player-controlled Wisp (worker) that's on a tree on the other side of the patch of forest where they're at. Thankfully, this has little effect on the actual game, but it's annoying nonetheless.

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** Neutral hostile creatures (called "creeps") can see through the fog of war and use their abilities on units they're not supposed to see, though this happens very rarely and with only one unit (Murloc Huntsmen); when provoked, they tend to cast Ensnare on a player-controlled Wisp (worker) [[WillOTheWisp Wisp]] (WorkerUnit) that's on a tree on the other side of the patch of forest where they're at. Thankfully, this has little effect on the actual game, but it's annoying nonetheless.
18th Dec '15 1:04:08 AM galaxyeyes
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A part of how TheComputerIsACheatingBastard, although it isn't ''strictly'' cheating, as the AI doesn't bend the game mechanics as such. Not to be confused with {{AI is a Crapshoot}}, which could involve a ''literal'' all-seeing AI that monitors your every move.

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A part of how TheComputerIsACheatingBastard, although it isn't ''strictly'' cheating, as the AI doesn't bend the game mechanics as such. Not to be confused with {{AI is a Crapshoot}}, Crapshoot}} or {{The Computer is Your Friend}}, which could tend to involve a ''literal'' all-seeing more literal all-seeing, malicious AI that monitors your every move.
18th Dec '15 1:02:18 AM galaxyeyes
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Despite what publishers would like to tell you, there really is no such thing as ArtificialIntelligence in video games. Most video game AI systems are, ultimately, nothing more than complex flowcharts. Because of this, it's very tricky to make computer opponents behave the way a human player would. While it's possible to design an AI that receives data similar to what a player receives, then analyzes it to make a decision, this is ''immensely'' difficult. Since the AI is an integral part of the game engine, a far easier (and thus much more common) technique is to simply pluck the information directly from the engine, and base all AI decisions on that.

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Despite what publishers would like to tell you, there really is no such thing as true ArtificialIntelligence in video games. Most video game AI systems are, ultimately, nothing more than complex flowcharts. Because of this, it's very tricky to make computer opponents behave the way a human player would. While it's possible to design an AI that receives data similar to what a player receives, then analyzes it to make a decision, this is ''immensely'' difficult. Since the AI is an integral part of the game engine, a far easier (and thus much more common) technique is to simply pluck the information directly from the engine, and base all AI decisions on that.



A part of how TheComputerIsACheatingBastard, although it isn't ''strictly'' cheating, as the AI doesn't bend the game mechanics as such.

to:

A part of how TheComputerIsACheatingBastard, although it isn't ''strictly'' cheating, as the AI doesn't bend the game mechanics as such. Not to be confused with {{AI is a Crapshoot}}, which could involve a ''literal'' all-seeing AI that monitors your every move.
27th Nov '15 2:08:58 AM erforce
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-->--'''[[WebAnimation/ZeroPunctuation Yahtzee]]''', on ''[[VideoGame/BattlefieldBadCompany Bad Company 2]]''.

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-->--'''[[WebAnimation/ZeroPunctuation -->-- '''[[WebAnimation/ZeroPunctuation Yahtzee]]''', on ''[[VideoGame/BattlefieldBadCompany ''[[VideoGame/BattlefieldBadCompany2 Bad Company 2]]''.



* In ''FarCry 2'', once one bad guy has spotted the player, every goon in the area ''instantly'' knows exactly where he is and can fire with pinpoint accuracy even when the player is crouched in head-high grass he himself is unable to see through. Darkness also seems little hindrance.
** Likewise, on ''FarCry Classic'''s Realistic difficulty, enemies will know exactly where you are once you fire an unsilenced shot, despite you being out of view in thick foliage half a mile away, and can even sometimes sense your presence before you make any noise. Contrastingly, in the original PC version, foliage was actually useful for stealth.
** Witness in horror as your undetected assault of pirate outposts in ''FarCry3'' is ruined multiple times by a drunk molotov guy or a dog somehow being able to spot you from half a mile out despite the fact that you're using bows and silenced sniper rifles, hiding in the trees, and likely hopped up on drugs that literally make you undetectable. It gets worse when you get to the second island, because the game will spawn in literal truckloads of mooks that casually drive up to your position if you take too long.

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* ''Franchise/FarCry''
**
In ''FarCry 2'', ''VideoGame/FarCry2'', once one bad guy has spotted the player, every goon in the area ''instantly'' knows exactly where he is and can fire with pinpoint accuracy even when the player is crouched in head-high grass he himself is unable to see through. Darkness also seems little hindrance.
** Likewise, on ''FarCry ''VideoGame/FarCry Classic'''s Realistic difficulty, enemies will know exactly where you are once you fire an unsilenced shot, despite you being out of view in thick foliage half a mile away, and can even sometimes sense your presence before you make any noise. Contrastingly, in the original PC version, foliage was actually useful for stealth.
** Witness in horror as your undetected assault of pirate outposts in ''FarCry3'' ''VideoGame/FarCry3'' is ruined multiple times by a drunk molotov guy or a dog somehow being able to spot you from half a mile out despite the fact that you're using bows and silenced sniper rifles, hiding in the trees, and likely hopped up on drugs that literally make you undetectable. It gets worse when you get to the second island, because the game will spawn in literal truckloads of mooks that casually drive up to your position if you take too long.
24th Nov '15 4:14:37 AM jormis29
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** ''Conviction'' refined this; enemies now fire and search Sam's last known position, allowing him to sneak around and flank them. Sam himself gains "Sonic Goggles" that let ''him'' see enemies through walls. [[spoiler:In the very level he gets them, he faces foes armed with similar devices. Uh-oh.]]

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** ''Conviction'' ''[[VideoGame/SplinterCellConviction Conviction]]'' refined this; enemies now fire and search Sam's last known position, allowing him to sneak around and flank them. Sam himself gains "Sonic Goggles" that let ''him'' see enemies through walls. [[spoiler:In the very level he gets them, he faces foes armed with similar devices. Uh-oh.]]
23rd Nov '15 4:20:57 PM Saber15
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* In early versions of ''Videogame/EYEDivineCybermancy'', mooks would always know where the player was the instant they deactivated their cloaking device, leading to annoying scenarios of players being sniped through the [[CyberpunkWithAChanceOfRain oppressive cyberpunk fog of doom]] from across the level by a mook with an anti-materiel rifle. Later updates gave AI reaction times, and proper line-of-sight detection.
30th Oct '15 5:49:34 PM nombretomado
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* Inverted in ''GuitarHero III'', which has a battle mode famous for its {{Interface Screw}}s. In this game, the attacks actually cause the AI to screw up far more than a human player would. Go ahead: try the "raise difficulty" attack on an easy portion of a song. The AI will still miss half the notes, even if they all happen to be green.

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* Inverted in ''GuitarHero ''VideoGame/GuitarHero III'', which has a battle mode famous for its {{Interface Screw}}s. In this game, the attacks actually cause the AI to screw up far more than a human player would. Go ahead: try the "raise difficulty" attack on an easy portion of a song. The AI will still miss half the notes, even if they all happen to be green.
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