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* The AI in the ''VideoGame/HeroesOfMightAndMagic'' series ignores FogOfWar. While the programming at lower difficulty levels covers this up quite well (as the AI has intentionally screwed-up priorities for what it will and will not do, and thus picks targets more at random which apes a player not knowing the map), at higher difficulty levels the AI will beeline for priority targets that would be hidden to a human player in the same position.

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* The AI in the ''VideoGame/HeroesOfMightAndMagic'' series ignores FogOfWar. While the programming at lower difficulty levels covers this up quite well (as the AI has intentionally screwed-up priorities for what it will and will not do, and thus picks targets more at random which apes a player not knowing the map), at higher difficulty levels the AI will beeline for priority targets that would be hidden to a human player in the same position. Often that priority target is you main castle if not your main hero.
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* In the [[Franchise/BatmanArkhamSeries Batman Arkham Games]] Predator sections, the mooks always know where you are, this can be tested by sitting on a gargoyle or other "hidden" position while using the Remote Batarang on the other side of the room to pester the henchmen, eventually one of them will get fed up, shout "he's over here", run across the room/map, look up and "find" you.

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* In the [[Franchise/BatmanArkhamSeries Batman Arkham Games]] ''Franchise/BatmanArkhamSeries'' Predator sections, the mooks always know where you are, this can be tested by sitting on a gargoyle or other "hidden" position while using the Remote Batarang on the other side of the room to pester the henchmen, eventually one of them will get fed up, shout "he's over here", run across the room/map, look up and "find" you.
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Spelling/grammar fix(es)


* In the [[Franchise/BatmanArkhamSeries Batman Arkham Games]], Predator rooms, the mooks always know where you are, this can be tested by sitting on a gorgoyle or other "hidden" position while using the Remote batarang on the other side of the room to pester the henchmen, eventually one of them will get fed up, shout "he's over here", run across the room/map, look up and "find" you.

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* In the [[Franchise/BatmanArkhamSeries Batman Arkham Games]], Games]] Predator rooms, sections, the mooks always know where you are, this can be tested by sitting on a gorgoyle gargoyle or other "hidden" position while using the Remote batarang Batarang on the other side of the room to pester the henchmen, eventually one of them will get fed up, shout "he's over here", run across the room/map, look up and "find" you.
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Spelling/grammar fix(es)


* In the Batman Arkham games Predator rooms, the mooks always know where you are, this can be tested by sitting on a gorgoyle or other "hidden" position while using the Remote batarang on the other side of the room to pester the henchmen, eventually one of them will get fed up, shout "he's over here", run across the room/map, look up and "find" you.

to:

* In the [[Franchise/BatmanArkhamSeries Batman Arkham games Games]], Predator rooms, the mooks always know where you are, this can be tested by sitting on a gorgoyle or other "hidden" position while using the Remote batarang on the other side of the room to pester the henchmen, eventually one of them will get fed up, shout "he's over here", run across the room/map, look up and "find" you.
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When it doesn't, you have an All Seeing AI: Stealth is useless, no surprises are possible, and it will (almost) never miss a shot. Attempts to use smoke, camouflage, concealing terrain, or other environmental features to hide your presence are all less than useless. Consequently, players should not bother with misdirection, flanking, or other forms of deception and psychological warfare that would work wonderfully against actual humans. This is often the reason for UselessUsefulStealth in games that are not specifically stealth-centric. In a similar manner, high-difficulty-setting fighting game opponents [[PerfectPlayAI can read your controller input to counter your move]] before you can even use it properly. This trope can therefore in some ways be seen as the flipside of ArtificialStupidity, were instead of appearing unrealistically stupid, the AI appears unrealistically competent.

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When it doesn't, you have an All Seeing AI: Stealth is useless, no surprises are possible, and it will (almost) never miss a shot. Attempts to use smoke, camouflage, concealing terrain, or other environmental features to hide your presence are all less than useless.useless, as are magical means such as invisibility cloaks and potions. Consequently, players should not bother with misdirection, flanking, or other forms of deception and psychological warfare that would work wonderfully against actual humans. This is often the reason for UselessUsefulStealth in games that are not specifically stealth-centric. In a similar manner, high-difficulty-setting fighting game opponents [[PerfectPlayAI can read your controller input to counter your move]] before you can even use it properly. This trope can therefore in some ways be seen as the flipside of ArtificialStupidity, were instead of appearing unrealistically stupid, the AI appears unrealistically competent.
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When it doesn't, you have an All Seeing AI: Stealth is useless, no surprises are possible, and it will (almost) never miss a shot. Consequently, players should not bother with misdirection, flanking, or other forms of deception and psychological warfare that would work wonderfully against actual humans. This is often the reason for UselessUsefulStealth in games that are not specifically stealth-centric. In a similar manner, high-difficulty-setting fighting game opponents [[PerfectPlayAI can read your controller input to counter your move]] before you can even use it properly. This trope can therefore in some ways be seen as the flipside of ArtificialStupidity, were instead of appearing unrealistically stupid, the AI appears unrealistically competent.

to:

When it doesn't, you have an All Seeing AI: Stealth is useless, no surprises are possible, and it will (almost) never miss a shot. Attempts to use smoke, camouflage, concealing terrain, or other environmental features to hide your presence are all less than useless. Consequently, players should not bother with misdirection, flanking, or other forms of deception and psychological warfare that would work wonderfully against actual humans. This is often the reason for UselessUsefulStealth in games that are not specifically stealth-centric. In a similar manner, high-difficulty-setting fighting game opponents [[PerfectPlayAI can read your controller input to counter your move]] before you can even use it properly. This trope can therefore in some ways be seen as the flipside of ArtificialStupidity, were instead of appearing unrealistically stupid, the AI appears unrealistically competent.
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* In ''VideoGame/{{STALKER}}: Shadow of Chernobyl'', it's {{averted|Trope}}: NPC's only know what they can see or hear, so if you get out of their line of perception and stay quiet, they'll base their tactics on where they last saw or heard you. The problem is that their perception radius is absurd and pinpoint accurate, so once you blow your cover, all nearby enemies will know exactly where you did so. Fortunately, this is fixed in just about every [[GameMod mod]] out there (by reducing their perception radius to more reasonable levels), except for Oblivion Lost, when the AI gets ImprobableAimingSkills and can see you from a hundred meters away in pitch darkness.

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* In ''VideoGame/{{STALKER}}: Shadow of Chernobyl'', it's {{averted|Trope}}: NPC's only know what they can see or hear, so if you get out of their line of perception and stay quiet, they'll base their tactics on where they last saw or heard you. The problem is that their perception radius is absurd and pinpoint accurate, so once you blow your cover, all nearby enemies will know exactly where you did so. Fortunately, this is fixed in just about every [[GameMod mod]] out there (by reducing their perception radius to more reasonable levels), except for Oblivion Lost, when the AI gets ImprobableAimingSkills and can see you from a hundred meters away in pitch darkness. They also have no trouble seeing/shooting you through thick foliage such as dense bushes and low-hanging tree branches for instances, unlike you.
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* In ''VideoGame/TotalAnnihilation'', the AI knows which, where, and how many units do you have, to the point of launching an early attack if it sees that you are not building defenses (noticeably preventable if you reload and just rush units), and targeting your metal extractors from the distance on hard difficulty after you (re)build them. But moreover it knows where you're parking your commander, even if you make it go underwater or use the cloaking ability. In the first case, beware of enemy destroyers and submarines "accidentally" stumbling in its position and torpedoing it. The second case is even more blatant: you can easily notice by building dragon's teeth to block enemy units, and then just look at how they mindlessly amass on the side of the map that is closest to your commander, even moving around if you relocate it, like magnets.
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Compare with NewsTravelsFast, that is when everything you do is already known and acknowledged by every other character in the game (often happens in RPGs).

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Compare with NewsTravelsFast, that is when everything you do is already known and acknowledged by every other character in the game (often happens in RPGs).[=RPGs=]).
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Compare with NewsTravelsFast, that is when everything you do is already known and acknowledged by every other character in the game (often happens in rpgs).

to:

Compare with NewsTravelsFast, that is when everything you do is already known and acknowledged by every other character in the game (often happens in rpgs).RPGs).
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[[folder:Fan Works]]
* ''FanFic/HopeOnADistantMountain'': As the events of the [[VisualNovel/DanganronpaTriggerHappyHavoc original game]] were an UnwinnableTrainingSimulation in this story, this trope is invoked for why it's impossible for a player to simply prevent murders from happening. While the NPC students ''look'' like they're acting independently, they're really all extensions of a single AI (called Philemon) that decides their actions based on the needs of the narrative (a separate AI, called Tacitus) and a set of personality indicators. Whenever the narrative calls for a murder to be set up, Tacitus pings Philemon, who sorts through the characters at hand and gives Tacitus a list of plausible murderers and victims, plus what would cause them to break, and then Tacitus uses that information to set up a scenario that ''looks'' natural but in actuality was carefully set up beforehand.
** For example, in the second case, Chihiro has to be killed off because 'Ultimate Programmer' is a StoryBreakerPower. Tacitus asks Philemon who might be provoked to kill Chihiro, why, and how they might get Chihiro alone. Philemon responds that Chihiro and [[spoiler: Mondo Oowada]] have secrets that they ''really'' don't want known, and the threat would make the latter emotionally unstable, such that[[spoiler: if Chihiro were to remind him of his feelings of inadequacy, he would black out and]] kill Chihiro. Chihiro, meanwhile, admired the chosen killer and could [[InnocentlyInsensitive innocently trigger]] them [[spoiler: by being ''emotionally'' strong (i.e., ready to take having his secret revealed) while complimenting the strength Mondo didn't think he had]]. Tacitus takes this information and creates the following narrative: Monokuma's second motive is the threat of revealing dark secrets if there isn't a murder-> the killer freaks out-> Chihiro resolves to [[spoiler:become more manly so he can take having his true gender revealed]] and enlists the killer's help-> they do so in secret at night (with the excuse that Chihiro doesn't want any secrets revealed before they're ready, but with the ''real'' reason being so the killer can off Chihiro and not be noticed)-> [[spoiler: Chihiro accidentally pushes Mondo's TraumaButton]]->the killer kills Chihiro.
 [[/folder]]

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* ''VideoGame/AdvanceWars'':
** The AI is often unaffected by FogOfWar: they still can't target enemies hidden in forest/reefs[[note]]They ''can'' target supposedly out-of-range enemies who are in open fields, cities, etc; you can see this in action by playing 2v2 with a computer ally[[/note]] and don't factor in the health of enemy units out of their supposed vision (making it effectively the same as not knowing it), but still know where every unit is.
** This can also result in the AI frequently making incredibly stupid moves, such as [[ArtificialStupidity prioritizing high-health enemies, even when weaker infantry are in the process of capturing their HQ (which causes them to instantly lose).]]
** This was somewhat addressed in ''Dual Strike'': while the enemy still knows exactly where your units are if they’re not in cover, it now follows the rules of engagement regarding only being able to attack units within its own vision range, meaning rockets can no longer snipe you from halfway across the map when the enemy has no other units close to you. It wouldn’t be until ''Days of Ruin'', however, that the playing field would be truly leveled, forcing the enemy to play by the exact same rules as you.
** This was also addressed in the Re-Boot Camp VideoGameRemake, where the AI is like it was in ''Days of Ruin'', making the [[NintendoHard infamously unfair]] Advance Campaign of the first game much more tolerable.

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* ''VideoGame/AdvanceWars'':
**
The AI is often unaffected in ''VideoGame/AdvanceWars'' was not originally affected by FogOfWar: they still can't target enemies hidden in forest/reefs[[note]]They ''can'' target supposedly out-of-range enemies who are in open fields, cities, etc; you can see this in action by playing 2v2 with a computer ally[[/note]] and FogOfWar the same way as players, though it got more fair over time:
** In the first two games, the AI
don't factor in the health of enemy units out of their supposed vision (making it effectively the same as not knowing it), but still know where every unit is.
** This can also result
is. And unless they're hidden in forests and reefs, the AI frequently making incredibly stupid moves, such as [[ArtificialStupidity prioritizing high-health enemies, can even when weaker infantry are in the process of capturing ''attack'' units outside their HQ (which causes them to instantly lose).]]
vision, [[MyRulesAreNotYourRules which is impossible for players even if they do know where the target is]].
** This was somewhat addressed in In ''Dual Strike'': while Strike'', the enemy still knows exactly where your units are if they’re not in cover, it now follows the rules of engagement regarding only being able to attack units within its own vision range, meaning rockets but can no longer snipe you from halfway across the map when the enemy has no other units close to you. It wouldn’t be attack them until they're in sight.
** In
''Days of Ruin'', however, that the playing field would be is truly leveled, forcing the enemy to play by the exact same rules as you.
**
you. This was also addressed in carries over into ''Re-Boot Camp'', the Re-Boot Camp VideoGameRemake, where VideoGameRemake of the AI is like it was in ''Days of Ruin'', first two games, making the [[NintendoHard infamously unfair]] Advance Campaign of the first game much more tolerable.
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** RA3's Spy has the ability to disguise himself as an enemy infantry unit, which is done by clicking on the unit. The AI can disguise as units ''garrisoned inside buildings''.
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[[folder: Literature]]
* Nancia in ''Literature/TheShipWho Partnership'' is a [[ManInTheMachine twisted body installed into a starship]], with a full brain-computer interface that lets her examine and alter code and data. Her brother brings her a videogame to install on her systems so they can play together, only to realize that Nancia is fully aware of the whole thing and isn't limited by what her character should be aware of. He accuses her of cheating.
[[/folder]]
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* In the ''VideoGame/FireEmblem'' games that feature Fog of War, enemy and AI units can target units hidden by the Fog of War. This is most obvious in Hector Hard Mode's "Living Legend," where Pent will actively seek out enemies neither you nor he can see.

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* In the ''VideoGame/FireEmblem'' games that feature Fog of War, enemy and AI units can target units hidden by the Fog of War. Ordinarily, to attack a unit hidden in the Fog of War, a player would have to move a unit to the enemy's location, then send over a second unit to attack the enemy(not to mention that if a player unit runs into an enemy, they will stop right there and end their turn) but the AI has no such restrictions. This is most obvious in Hector Hard Mode's "Living Legend," where Pent Pent, a friendly unit who shares visibility with the player but is under the AI's control in that mission, will actively seek out enemies neither you nor he can see.
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** However, if you enter a side vent and hide in the tunnels, it is guaranteed that it will come to get you after a short time, with only a few exceptions where it cannot physically reach you. This is deliberate to avoid camping between rooms, since you must use vents only to size the occasion for quickly navigating through area and not for hiding in safety until everything it's clear. On the other hand, you are almost always safe in underfloor vents unless you attract it with noises, with only a few exceptions, but underfloor vents don't allow to easily see what's outside.

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** However, if you enter a side vent and hide in the tunnels, it is guaranteed that it will come to get you after a short time, with only a few exceptions where it cannot physically reach you. This is deliberate to avoid camping between rooms, since you must use vents only to size seize the occasion for quickly navigating through area areas and not for hiding in safety until everything it's clear. On the other hand, you are almost always safe in underfloor vents unless you attract it with noises, with only a few exceptions, but underfloor vents don't allow to easily see what's outside.

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* Played straight ''and'' subverted in ''VideoGame/AlienIsolation'', which actually uses two separate [=AIs=] working in tandem to hunt you. The Xenomorph relies entirely on its field of vision and hearing to detect the player, but there also exists a separate "director" AI that always knows where you are. Every so often the director will give "hints" to the Xenomorph that send it in your general direction, and from there it's up to it to find and kill you with its own sight and hearing. This gives you just enough of a chance of evading it that the game remains fair, but also ensures [[ParanoiaFuel that it's always nearby no matter how quiet and well-hidden you are]]. If you have just shy of a half-hour to kill, [[https://www.youtube.com/watch?v=P7d5lF6U0eQ this video goes into indepth detail to how it works]].
** However, if you enter a side vent and hide in the tunnels, it is guaranteed that it will come to get you after a short time, with only a few exceptions where it cannot physically reach you. This is deliberate to avoid camping between rooms, since you must use vents only to size the occasion for quickly navigating through area and not for hiding in safety until everything it's clear. On the other hand, you are almost always safe in underfloor vents unless you attract it with noises, with only a few exceptions, but underfloor vents don't allow to easily see what's outside.
** The alien will only check a locker if you are hiding inside, and only that one. If you are in a large locker, it will also almost always check it even if you didn't make noises - on the other hand again, it will check small lockers only if you made a lot of noise on the spot.
** Sometimes the AI has effectively detected you, but can't get to your position. In this case the alien will return into the ceiling vents only to immediately pop out and go for you once you leave your unreachable spot. [[note]]What actually happens is that if alerted the AI is programmed to run into the last position where it detected you, and if you are in sight, attack you, otherwise patrol the area and check hidings. If you are unreachable, the AI can't calculate a path towards you and doesn't mark a position for where your detection happened. So it can't initialize an attack run towards you, but rather than resetting, it is stuck into the aggression routine without switching to any other mode like roaming. Instead of standing frozen in position, whenever the alien hasn't any checkpoint to reach it is scripted to return into the vents, but the aggression routine persists. When you pop out, the pathfinding can lock you, the routine resumes, and the alien automatically goes out to fulfill it. At this point however the AI was restored so you can leave and the alien will have to find you again.[[/note]]



* Played straight ''and'' subverted in ''VideoGame/AlienIsolation'', which actually uses two separate [=AIs=] working in tandem to hunt you. The Xenomorph relies entirely on its field of vision and hearing to detect the player, but there also exists a separate "director" AI that always knows where you are. Every so often the director will give "hints" to the Xenomorph that send it in your general direction, and from there it's up to it to find and kill you with its own sight and hearing. This gives you just enough of a chance of evading it that the game remains fair, but also ensures [[ParanoiaFuel that it's always nearby no matter how quiet and well-hidden you are]]. If you have just shy of a half-hour to kill, [[https://www.youtube.com/watch?v=P7d5lF6U0eQ this video goes into indepth detail to how it works]].
** However, if you enter a side vent and hide in the tunnels, it is guaranteed that it will come to get you after a short time, with only a few exceptions where it cannot physically reach you. This is deliberate to avoid camping between rooms, since you must use vents only to size the occasion for quickly navigating through area and not for hiding in safety until everything it's clear. On the other hand, you are almost always safe in underfloor vents unless you attract it with noises, with only a few exceptions, but underfloor vents don't allow to easily see what's outside.
** The alien will only check a locker if you are hiding inside, and only that one. If you are in a large locker, it will also almost always check it even if you didn't make noises - on the other hand again, it will check small lockers only if you made a lot of noise on the spot.
** Sometimes the AI has effectively detected you, but can't get to your position. In this case the alien will return into the ceiling vents only to immediately pop out and go for you once you leave your unreachable spot. [[note]]What actually happens is that if alerted the AI is programmed to run into the last position where it detected you, and if you are in sight, attack you, otherwise patrol the area and check hidings. If you are unreachable, the AI can't calculate a path towards you and doesn't mark a position for where your detection happened. So it can't initialize an attack run towards you, but rather than resetting, it is stuck into the aggression routine without switching to any other mode like roaming. Instead of standing frozen in position, whenever the alien hasn't any checkpoint to reach it is scripted to return into the vents, but the aggression routine persists. When you pop out, the pathfinding can lock you, the routine resumes, and the alien automatically goes out to fulfill it. At this point however the AI was restored so you can leave and the alien will have to find you again.[[/note]]

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* Played straight ''and'' subverted in ''VideoGame/AlienIsolation'', which actually uses two separate [=AIs=] working in tandem to hunt you. The Xenomorph relies entirely on its field of vision and hearing to detect the player, but there also exists a separate "director" AI that always knows where you are. Every so often the director will give "hints" to the Xenomorph that send it in your general direction, and from there it's up to it to find and kill you with its own sight and hearing. This gives you just enough of a chance of evading it that the game remains fair, but also ensures [[ParanoiaFuel that it's always nearby no matter how quiet and well-hidden you are]]. If you have just shy of a half-hour to kill, [[https://www.youtube.com/watch?v=P7d5lF6U0eQ this video goes into indepth detail to how it works]].
** However, if you enter a side vent and hide in the tunnels, it is guaranteed that it will come to get you after a short time, with only a few exceptions where it cannot physically reach you. This is deliberate to avoid camping between rooms, since you must use vents only to size the occasion for quickly navigating through area and not for hiding in safety until everything it's clear. On the other hand, you are almost always safe in underfloor vents unless you attract it with noises, with only a few exceptions, but underfloor vents don't allow to easily see what's outside.
** The alien will only check a locker if you are hiding inside, and only that one. If you are in a large locker, it will also almost always check it even if you didn't make noises - on the other hand again, it will check small lockers only if you made a lot of noise on the spot.
** Sometimes the AI has effectively detected you, but can't get to your position. In this case the alien will return into the ceiling vents only to immediately pop out and go for you once you leave your unreachable spot. [[note]]What actually happens is that if alerted the AI is programmed to run into the last position where it detected you, and if you are in sight, attack you, otherwise patrol the area and check hidings. If you are unreachable, the AI can't calculate a path towards you and doesn't mark a position for where your detection happened. So it can't initialize an attack run towards you, but rather than resetting, it is stuck into the aggression routine without switching to any other mode like roaming. Instead of standing frozen in position, whenever the alien hasn't any checkpoint to reach it is scripted to return into the vents, but the aggression routine persists. When you pop out, the pathfinding can lock you, the routine resumes, and the alien automatically goes out to fulfill it. At this point however the AI was restored so you can leave and the alien will have to find you again.[[/note]]
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None

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** However, if you enter a side vent and hide in the tunnels, it is guaranteed that it will come to get you after a short time, with only a few exceptions where it cannot physically reach you. This is deliberate to avoid camping between rooms, since you must use vents only to size the occasion for quickly navigating through area and not for hiding in safety until everything it's clear. On the other hand, you are almost always safe in underfloor vents unless you attract it with noises, with only a few exceptions, but underfloor vents don't allow to easily see what's outside.
** The alien will only check a locker if you are hiding inside, and only that one. If you are in a large locker, it will also almost always check it even if you didn't make noises - on the other hand again, it will check small lockers only if you made a lot of noise on the spot.
** Sometimes the AI has effectively detected you, but can't get to your position. In this case the alien will return into the ceiling vents only to immediately pop out and go for you once you leave your unreachable spot. [[note]]What actually happens is that if alerted the AI is programmed to run into the last position where it detected you, and if you are in sight, attack you, otherwise patrol the area and check hidings. If you are unreachable, the AI can't calculate a path towards you and doesn't mark a position for where your detection happened. So it can't initialize an attack run towards you, but rather than resetting, it is stuck into the aggression routine without switching to any other mode like roaming. Instead of standing frozen in position, whenever the alien hasn't any checkpoint to reach it is scripted to return into the vents, but the aggression routine persists. When you pop out, the pathfinding can lock you, the routine resumes, and the alien automatically goes out to fulfill it. At this point however the AI was restored so you can leave and the alien will have to find you again.[[/note]]
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** The AI will always know which of your transports have loaded units and prioritize them. This also prevents the Protoss ability "hallucination". An example [[https://youtu.be/lcNXUQ6PBks?t=1493 here at 24:52]].

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** The AI will always know which of your transports have loaded units and prioritize them. This also prevents the Protoss ability "hallucination". An example [[https://youtu.be/lcNXUQ6PBks?t=1493 be/lcNXUQ6PBks?t=1491 here at 24:52]].24:51]].
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** The AI will always know which of your transports have loaded units and prioritize them. This also prevents the Protoss ability "hallucination". An example [[https://youtu.be/lcNXUQ6PBks?t=1493 here at 24:52]].
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Compare with NewsTravelFast, that is when everything you do is already known and acknowledged by every other character in the game (often happens in rpgs).

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Compare with NewsTravelFast, NewsTravelsFast, that is when everything you do is already known and acknowledged by every other character in the game (often happens in rpgs).
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Compare with NewsTravelFast, that is when everything you do is already known and acknowledged by every other character in the game (often happens in rpgs).
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** It's not as bad as it used to be though, the AI used to fire mortars at cloaked units. Particularly ridiculous with artillery vehicles such as the Nebelwerfer in Hill 192, which will fire rocket barrages at your camouflaged snipers as soon as they enter the secondary base where this rocket launcher is stationed. That is, the AI will fire at you even if this means [[AIIsACrapshoot targeting its units and buildings]].

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** It's not as bad as it used to be though, the AI used to fire mortars at cloaked units. Particularly ridiculous with artillery vehicles such as the Nebelwerfer in Hill 192, which will fire rocket barrages at your camouflaged snipers as soon as they enter the secondary base where this rocket launcher is stationed. That is, the AI will fire at you even if this means [[AIIsACrapshoot [[ArtificialStupidity targeting its units and buildings]].
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** It's not as bad as it used to be though, the AI used to fire mortars at cloaked units.

to:

** It's not as bad as it used to be though, the AI used to fire mortars at cloaked units. Particularly ridiculous with artillery vehicles such as the Nebelwerfer in Hill 192, which will fire rocket barrages at your camouflaged snipers as soon as they enter the secondary base where this rocket launcher is stationed. That is, the AI will fire at you even if this means [[AIIsACrapshoot targeting its units and buildings]].

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* ''VideoGame/AdvanceWars'' AI is often unaffected by FogOfWar: they still can't target enemies hidden in forest/reefs[[note]]They ''can'' target supposedly out-of-range enemies who are in open fields, cities, etc; you can see this in action by playing 2v2 with a computer ally[[/note]] and don't factor in the health of enemy units out of their supposed vision (making it effectively the same as not knowing it), but still know where every unit is.

to:

* ''VideoGame/AdvanceWars'' ''VideoGame/AdvanceWars'':
** The
AI is often unaffected by FogOfWar: they still can't target enemies hidden in forest/reefs[[note]]They ''can'' target supposedly out-of-range enemies who are in open fields, cities, etc; you can see this in action by playing 2v2 with a computer ally[[/note]] and don't factor in the health of enemy units out of their supposed vision (making it effectively the same as not knowing it), but still know where every unit is.


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** This was also addressed in the Re-Boot Camp VideoGameRemake, where the AI is like it was in ''Days of Ruin'', making the [[NintendoHard infamously unfair]] Advance Campaign of the first game much more tolerable.
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* In ''VideoGame/{{Splatoon 2}}'', the Salmonids know exactly where any Inklings are hiding, whether they're behind walls or within their ink. Mr. Grizz explains in-game that this is because Salmonids can [[TheNoseKnows smell and track down Inklings wherever they are]].

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* In ''VideoGame/{{Splatoon 2}}'', the ''VideoGame/Splatoon2'': The Salmonids know exactly where any Inklings are hiding, whether they're behind walls or within their ink. Mr. Grizz explains in-game that this is because Salmonids can [[TheNoseKnows smell and track down Inklings wherever they are]].
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* ''VideoGame/{{Piggy}}'': Bots have this built well into their AI:
** Prior to Sewers, the fifth chapter in the second book of the game, all piggy bots always knew the location of all players, and would always be moving in the direction of the closest player. [[NeverSmileAtACrocodile Alfis]], the bot of chapter 5 of the second book, finally broke this by only following players in his sight.
** All piggy bots are [[NoSell completely immune]] to the flare tool, which causes a large InterfaceScrew on player piggies that pass over it.
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** This was finally fixed in ''Dual Strike'' and ''Days of Ruin''. In the latter, enemies even lose their unit's turn if they run into one of your units, just the same as you do.

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** This was finally fixed somewhat addressed in ''Dual Strike'' and Strike'': while the enemy still knows exactly where your units are if they’re not in cover, it now follows the rules of engagement regarding only being able to attack units within its own vision range, meaning rockets can no longer snipe you from halfway across the map when the enemy has no other units close to you. It wouldn’t be until ''Days of Ruin''. In Ruin'', however, that the latter, enemies even lose their unit's turn if they run into one of your units, just playing field would be truly leveled, forcing the enemy to play by the exact same rules as you do.you.
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* ''Franchise/{{Pokemon}}'': In the various post-game battle facilities throughout the series, the game will frequently attempt to screw you out of a high winning streak by giving the AI a team tailor-made to counter yours.

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* ''Franchise/{{Pokemon}}'': In the various post-game battle facilities throughout the series, the game will frequently attempt to screw you out of a high winning streak by giving the AI a team tailor-made to counter yours.



* ''Franchise/{{Pokemon}}'': In the various post-game battle facilities throughout the series, the game will frequently attempt to screw you out of a high winning streak by giving the AI a team tailor-made to counter yours.

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