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<Patrician|Away> what does your robot do, sam
<bovril> it collects data about the surrounding environment, then discards it and drives into walls
bash.org quote #240849

In almost every video game ever made, there are some characters controlled by the computer. These can be categorized into one of three groups:

  • Set pattern. The computer actually makes no decisions, the enemies will make the same moves every time regardless of what the player does. Most of the enemies in Super Mario Bros fit this category.
  • AI Roulette. Again, the computer is not making decisions per se; it is simply choosing a move at random. This type is often seen in turn-based Roleplaying Games.
  • Analytical, or responsive. In this, the computer actually chooses a move based on the situation. The ghosts in Pac Man fall into this category, which at the time was considered impressive.

It is in this third group that Artificial Stupidity can be found. AS is when the AI can select a move for its character(s), and consistently chooses ones that are completely stupid. While it is occasionally included on purpose as a balancing factor, such as to balance out the fact that The Computer Is A Cheating Bastard, Artificial Stupidity is often a result of poor programming; the programmers simply didn't program the AI not to make that move, and when the AI evaluates its choices, the poor move looks like the best one.

Artificial Stupidity is particularly visible in Role Playing Games, be they turn-based games like the majority of the Final Fantasy and Dragon Quest series, or strategy-based games like Final Fantasy Tactics and Disgaea, simply because it is in these types of games that the decision-making process is the most important, and therefore, the most visible. It can potentially exist in any game involving an analytical or responsive AI, though, and the more analytical the game, the easier it is to get an AI that's, well, stupid. For instance, even good chess games can suffer from a version of this called the horizon effect.

Differs from AI Roulette because AI Roulette chooses moves randomly. Artificial Stupidity puts some "thought" in its moves, making the most obvious stupidities less likely but creating more consistent general incompetence.

Suicidal Overconfidence is a specific case of this that's usually less about bad programming or making the game easier than about allowing the player to have something to do.

The Escort Mission is often a variety of this.

The opposite of Artificial Stupidity is Artificial Brilliance, where the A.I. makes surprisingly good decisions that convincingly appear intelligent. See The Guards Must Be Crazy for this trope as relates to stealth games.

Note that, for the sake of argument, this trope typically only covers situations that a player can reasonably foresee to enter over the course of normal gameplay. It's hardly to fair to blame the programmers, after all, if you use a cheat device to get special weapons ahead of the time and the AI has no idea what's going on.


Examples:

    open/close all folders 

    Racing Game 

    Puzzle Game 

    Adventure Game 

    Strategy Game 

    Massively Multiplayer Role Playing Game 

    Role Playing Game 

    Simulation Game 

    First Person Shooter 

    Fighting Game 

    Action Game 

    Sports Game 

    Party Game 

    Other games 

    Fictional Examples 

    Real Life 

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