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For more details, see our UsefulNotes.VideoGameAI and the other wiki's [[https://en.wikipedia.org/wiki/Artificial_intelligence_in_video_games Artificial intelligence in video games.]]

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For more details, see our UsefulNotes.MediaNotes.VideoGameAI and the other wiki's [[https://en.wikipedia.org/wiki/Artificial_intelligence_in_video_games Artificial intelligence in video games.]]
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According to Website/TheOtherWiki, a general ArtificialIntelligence (AI) is an engineered system that perceives its environment and takes actions that maximize its odds of successfully achieving certain goals. While this definition is applicable to some game-playing [=AIs=], such as the TabletopGame/{{chess}}-playing [[https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]] and TabletopGame/{{go}}-playing [[https://en.wikipedia.org/wiki/AlphaGo AlphaGo]], "artificial intelligence" in UsefulNotes/VideoGameDesign instead usually refers to all sub-systems that govern the behaviors of [[NonPlayerCharacter non-player characters]] and enemies. Whereas general AI is viewed as an end in itself by the academia, video game AI is just another [[Administrivia/TropesAreTools design tool]] for game developers to craft gameplay experiences for the players, and a "mere" ''[[FeigningIntelligence illusion of intelligence]]'' is, in most cases, more beneficial to their WillingSuspensionOfDisbelief than actual [[PerfectPlayAI optimal decision-making]].

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According to Website/TheOtherWiki, a general ArtificialIntelligence (AI) is an engineered system that perceives its environment and takes actions that maximize its odds of successfully achieving certain goals. While this definition is applicable to some game-playing [=AIs=], such as the TabletopGame/{{chess}}-playing [[https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]] and TabletopGame/{{go}}-playing [[https://en.wikipedia.org/wiki/AlphaGo AlphaGo]], "artificial intelligence" in UsefulNotes/VideoGameDesign MediaNotes/VideoGameDesign instead usually refers to all sub-systems that govern the behaviors of [[NonPlayerCharacter non-player characters]] and enemies. Whereas general AI is viewed as an end in itself by the academia, video game AI is just another [[Administrivia/TropesAreTools design tool]] for game developers to craft gameplay experiences for the players, and a "mere" ''[[FeigningIntelligence illusion of intelligence]]'' is, in most cases, more beneficial to their WillingSuspensionOfDisbelief than actual [[PerfectPlayAI optimal decision-making]].
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For more details, see our UsefulNotes.VideoGameAI and the other wiki's [[https://en.wikipedia.org/wiki/Artificial_intelligence_in_video_games Artificial intelligence in video games]].

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For more details, see our UsefulNotes.VideoGameAI and the other wiki's [[https://en.wikipedia.org/wiki/Artificial_intelligence_in_video_games Artificial intelligence in video games]].games.]]
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Wiki/ namespace cleaning.


According to Wiki/TheOtherWiki, a general ArtificialIntelligence (AI) is an engineered system that perceives its environment and takes actions that maximize its odds of successfully achieving certain goals. While this definition is applicable to some game-playing [=AIs=], such as the TabletopGame/{{chess}}-playing [[https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]] and TabletopGame/{{go}}-playing [[https://en.wikipedia.org/wiki/AlphaGo AlphaGo]], "artificial intelligence" in UsefulNotes/VideoGameDesign instead usually refers to all sub-systems that govern the behaviors of [[NonPlayerCharacter non-player characters]] and enemies. Whereas general AI is viewed as an end in itself by the academia, video game AI is just another [[Administrivia/TropesAreTools design tool]] for game developers to craft gameplay experiences for the players, and a "mere" ''[[FeigningIntelligence illusion of intelligence]]'' is, in most cases, more beneficial to their WillingSuspensionOfDisbelief than actual [[PerfectPlayAI optimal decision-making]].

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According to Wiki/TheOtherWiki, Website/TheOtherWiki, a general ArtificialIntelligence (AI) is an engineered system that perceives its environment and takes actions that maximize its odds of successfully achieving certain goals. While this definition is applicable to some game-playing [=AIs=], such as the TabletopGame/{{chess}}-playing [[https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]] and TabletopGame/{{go}}-playing [[https://en.wikipedia.org/wiki/AlphaGo AlphaGo]], "artificial intelligence" in UsefulNotes/VideoGameDesign instead usually refers to all sub-systems that govern the behaviors of [[NonPlayerCharacter non-player characters]] and enemies. Whereas general AI is viewed as an end in itself by the academia, video game AI is just another [[Administrivia/TropesAreTools design tool]] for game developers to craft gameplay experiences for the players, and a "mere" ''[[FeigningIntelligence illusion of intelligence]]'' is, in most cases, more beneficial to their WillingSuspensionOfDisbelief than actual [[PerfectPlayAI optimal decision-making]].
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* RulesAreForHumans: When the AI is not bound by an ''external'' ruleset that is binding for human players.
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* ArtificialInsolence: Character don't follow orders given by the player.

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* ArtificialInsolence: Character don't When an AI character doesn't follow orders given by the player.
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* ArtificialInsolence: Character don't follow orders given by the player.

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[[index]]

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\n[[index]]%%
%% This section is deliberately not indexed, because these tropes are only ''related'' to video game AI, and are not its subtropes.
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[[/index]]
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* TabletopGameAI: Reactive non-digital [=AIs=] with even more emphasis on simplicity of algorithms.

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No, this placement is intended, since related tropes are just that — related, not part of the category/index.


[[/index]]



[[/index]]

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[[/index]]


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* MookChivalry: While not a video game-exclusive trope, it is often applied to game [=AIs=] to prevent them from instantly (and [[RealityEnsues realistically]]) overwhelming the player and/or to simplify teamwork coordination.

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* MookChivalry: While not a video game-exclusive trope, it is often applied to game [=AIs=] to prevent them from instantly (and [[RealityEnsues [[SurprisinglyRealisticOutcome realistically]]) overwhelming the player and/or to simplify teamwork coordination.
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According to Wiki/TheOtherWiki, a general ArtificialIntelligence (AI) is an engineered system that perceives its environment and takes actions that maximize its odds of successfully achieving certain goals. While this definition is applicable to some game-playing [=AIs=], such as the TabletopGame/{{chess}}-playing [[https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]] and TabletopGame/{{go}}-playing [[https://en.wikipedia.org/wiki/AlphaGo AlphaGo]], "artificial intelligence" in UsefulNotes/VideoGameDesign instead usually refers to all sub-systems governing the behaviors of [[NonPlayerCharacter non-player characters]] and enemies. Whereas general AI is viewed as an end in itself by the academia, video game AI is just another [[Administrivia/TropesAreTools design tool]] for game developers to craft gameplay experiences for the players, and a "mere" ''[[FeigningIntelligence illusion of intelligence]]'' is, in most cases, more beneficial to their WillingSuspensionOfDisbelief than actual [[PerfectPlayAI optimal decision-making]].

to:

According to Wiki/TheOtherWiki, a general ArtificialIntelligence (AI) is an engineered system that perceives its environment and takes actions that maximize its odds of successfully achieving certain goals. While this definition is applicable to some game-playing [=AIs=], such as the TabletopGame/{{chess}}-playing [[https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]] and TabletopGame/{{go}}-playing [[https://en.wikipedia.org/wiki/AlphaGo AlphaGo]], "artificial intelligence" in UsefulNotes/VideoGameDesign instead usually refers to all sub-systems governing that govern the behaviors of [[NonPlayerCharacter non-player characters]] and enemies. Whereas general AI is viewed as an end in itself by the academia, video game AI is just another [[Administrivia/TropesAreTools design tool]] for game developers to craft gameplay experiences for the players, and a "mere" ''[[FeigningIntelligence illusion of intelligence]]'' is, in most cases, more beneficial to their WillingSuspensionOfDisbelief than actual [[PerfectPlayAI optimal decision-making]].
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* BlendingInStealthGameplay: Requires that enemy AI reacts differently to inconspicuous and to suspicious player behaviors (as well as that there are "neutral" [=AIs=] to blend in with).
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According to Wiki/TheOtherWiki, a general ArtificialIntelligence (AI) is an engineered system that perceives its environment and takes actions that maximize its odds of successfully achieving certain goals. While this definition is applicable to some game-playing [=AIs=], such as the TabletopGame/{{chess}}-playing [[https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]] and TabletopGame/{{go}}-playing [[https://en.wikipedia.org/wiki/AlphaGo AlphaGo]], "artificial intelligence" in UsefulNotes/VideoGameDesign instead usually refers to all sub-systems governing the behaviors of [[NonPlayerCharacter non-player characters]] and enemies. Whereas general AI is viewed as an end in itself by the academia, video game AI is just another [[TropesAreTools design tool]] for game developers to craft gameplay experiences for the players, and a "mere" ''[[FeigningIntelligence illusion of intelligence]]'' is, in most cases, more beneficial to their WillingSuspensionOfDisbelief than actual [[PerfectPlayAI optimal decision-making]].

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According to Wiki/TheOtherWiki, a general ArtificialIntelligence (AI) is an engineered system that perceives its environment and takes actions that maximize its odds of successfully achieving certain goals. While this definition is applicable to some game-playing [=AIs=], such as the TabletopGame/{{chess}}-playing [[https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]] and TabletopGame/{{go}}-playing [[https://en.wikipedia.org/wiki/AlphaGo AlphaGo]], "artificial intelligence" in UsefulNotes/VideoGameDesign instead usually refers to all sub-systems governing the behaviors of [[NonPlayerCharacter non-player characters]] and enemies. Whereas general AI is viewed as an end in itself by the academia, video game AI is just another [[TropesAreTools [[Administrivia/TropesAreTools design tool]] for game developers to craft gameplay experiences for the players, and a "mere" ''[[FeigningIntelligence illusion of intelligence]]'' is, in most cases, more beneficial to their WillingSuspensionOfDisbelief than actual [[PerfectPlayAI optimal decision-making]].
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* SquadControls: When AI-controlled followers can carry out a handful of predefined issued by the human player.

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* SquadControls: When AI-controlled followers can carry out a handful of predefined commands issued by the human player.

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%%
%% This section only lists tropes concerning the behaviors and perception of artificially intelligent agents in games.
%% Please put everything else in the Related Tropes section.
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* AIGeneratedEconomy: When sectors of an in-game national economy are managed by the AI.

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* AIGeneratedEconomy: When the AI manages entire sectors of an in-game national economy are managed by the AI.economy.



* MyRulesAreNotYourRules: When the AI does not follow the same game rules as the players have to.



* PlayerExclusiveMechanic: Not so much an AI trope, as one about what the AI ''cannot'' do.



* RulesAreForHumans: When the AI is not bound by an ''external'' ruleset that is binding for human players.


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* MyRulesAreNotYourRules: When the AI does not follow the same game rules as the players have to.


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* PlayerExclusiveMechanic: Not so much an AI trope, as one about what the AI ''cannot'' do.


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* RulesAreForHumans: When the AI is not bound by an ''external'' ruleset that is binding for human players.

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* VideoGameDelegationPenalty: When the human player can delegate menial tasks to the AI, but it's not nearly as good at it as the human.


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* VideoGameDelegationPenalty: When the human player can delegate menial tasks to the AI, but it's not nearly as good at it as the human.
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* PromotedToPlayable: When a character previously exclusively controlled by the AI becomes playable by humans in the sequel.
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* SquadControls: When AI-controlled followers can carry out a handful of predefined issued by the human player.
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* PlayerVersusEnvironment: A game mode where human players are pitted against the AI, instead of [[PlayerVersusPlayer each other]].
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* DropInDropOutMultiplayer: If the game requires a minimum amount of players online, missing or leaving players can be substituted with AI bots.
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* AIGeneratedEconomy: When sectors of an in-game national economy are managed by the AI.
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* VideoGameDelegationPenalty: When the human player can delegate menial tasks to the AI, but it's not nearly as good at it as the human.
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Created from YKTTW

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According to Wiki/TheOtherWiki, a general ArtificialIntelligence (AI) is an engineered system that perceives its environment and takes actions that maximize its odds of successfully achieving certain goals. While this definition is applicable to some game-playing [=AIs=], such as the TabletopGame/{{chess}}-playing [[https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]] and TabletopGame/{{go}}-playing [[https://en.wikipedia.org/wiki/AlphaGo AlphaGo]], "artificial intelligence" in UsefulNotes/VideoGameDesign instead usually refers to all sub-systems governing the behaviors of [[NonPlayerCharacter non-player characters]] and enemies. Whereas general AI is viewed as an end in itself by the academia, video game AI is just another [[TropesAreTools design tool]] for game developers to craft gameplay experiences for the players, and a "mere" ''[[FeigningIntelligence illusion of intelligence]]'' is, in most cases, more beneficial to their WillingSuspensionOfDisbelief than actual [[PerfectPlayAI optimal decision-making]].

For more details, see our UsefulNotes.VideoGameAI and the other wiki's [[https://en.wikipedia.org/wiki/Artificial_intelligence_in_video_games Artificial intelligence in video games]].
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!!Subtropes:
[[index]]
* AIBreaker: A human player behavior that confuses the AI and makes it behave stupidly.
* AIRoulette: The simplest possible "AI" that substitutes adaptation to environment with GameplayRandomization.
* TheAllSeeingAI: An AI that ignores the FogOfWar ''and'' can perceive the entire level at once.
* ArtificialAtmosphericActions: Inconsequential NPC behaviors that make the world feel more alive, akin to a FlavorText.
* ArtificialBrilliance: An AI that appears (or actually is) as smart as or even smarter than humans, without being unfair about it.
* ArtificialStupidity: An AI that fails at the illusion of intelligence, badly, often resulting in FakeDifficulty.
* TheComputerIsACheatingBastard: When an AI does things a human player either cannot or isn't allowed to do.
* ConspicuouslySelectivePerception: An AI only reacts to certain actions if they are performed by the player, but not to the same actions by fellow [=NPCs=].
* GameplayAutomation: When the player can create or customize behaviors for the AI to carry out autonomously.
* GangUpOnTheHuman: When multiple mutually hostile [=AIs=] cooperate against the human player for no in-universe reason.
* ManualLeaderAIParty: A NonPlayerCompanion AI that follows and fights alongside the player avatar instead of acting proactively.
* MookChivalry: While not a video game-exclusive trope, it is often applied to game [=AIs=] to prevent them from instantly (and [[RealityEnsues realistically]]) overwhelming the player and/or to simplify teamwork coordination.
* MyRulesAreNotYourRules: When the AI does not follow the same game rules as the players have to.
* NoPeripheralVision: When an AI's cone of vision is unrealistically narrow, making stealth gameplay easier.
* NoSneakAttacks: When an AI is not allowed to use stealth mechanics against the player.
* NPCScheduling: When an AI's behaviors change according to the InUniverseGameClock.
* PerfectPlayAI: An AI that plays in a game-theoretically optimal way.
* PlayerExclusiveMechanic: Not so much an AI trope, as one about what the AI ''cannot'' do.
* RubberBandAI: An AI that gets smarter (or cheats more), the better you play.
* RulesAreForHumans: When the AI is not bound by an ''external'' ruleset that is binding for human players.
* SecretAIMoves: Mechanics that are theoretically usable by anyone, but only available to the AI.
* SNKBoss: A fighting game AI that breaks the rules to challenge the player.
* SpitefulAI: An AI that disregards its in-universe well-being to disadvantage the human player.
* SuicidalOverconfidence: Enemy AI will attack the player, regardless of how little sense it makes in-universe.
[[/index]]
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!!Related tropes
Game design tropes that often apply to artificially intelligent ''characters'' in games, without directly concerning their ''behaviors'':

* ContractualBossImmunity: When certain AI enemies are immune to insta-kill mechanics.
* DamagerHealerTank: This whole setup is predicated upon a specific implementation of enemy AI that allows players to arbitrarily DrawAggro, making the AI act predictably and stupidly instead of being tactically effective.
* EscortMission: A level design pattern based around protecting an AI-controlled character from harm.
* GameplayAllyImmortality: When your AI companions are immune to death during regular gameplay.
* NotPlayingFairWithResources: When AI opponents get resources for free to give them an advantage over human players.
* ReverseEscortMission: A level design pattern based around a protector AI.
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