Usually all units have a limited view range and you can only attack enemy units that are visible. The Fog of War doesn't work for the AI like it does for the player in the GBA games such as Black Hole Rising.When the transport unit is owned by an AI player, they will always unload the unit after they move it unless they are attacking another unit, they also have no problem unloading an aircraft unit in range of twenty or more enemy carriers and missiles. When unloaded they momentarily appear as the same color as the transport unit, then resume their normal coloring. When under the control of the player they appear colored as your own units (despite that fact that they are not yours) in the status window and the menu. In Dual Strike, units which are controlled by an AI are able to load their air units into the naval aircraft transport units on an allied team (including your own units controlled by you).Contrast Player-Exclusive Mechanic, where the player can do things the AI cannot. Moves, which is about differences in character movesets. In a video game adaptation of a different type of game, such as a board game, the AI may have the ability to pull off moves which are against the rules of the original game.Ĭompare Secret A.I. If the rules say the AI is in a different situation to the human, treating them differently isn't cheating. Note that this applies only to games and situations where the human and the AI are supposed to be on an equal footing. Other times, it's just an oversight or an outright bug. Sometimes this doesn't come out of a desire to give the AI an advantage, but because it would be too difficult or even impossible to program the AI to handle something in the "proper" way. In fighting games, this trope has its own subtrope in the form of the SNK Boss. In games like Real-Time Strategy, this generally ensures the computer opponent won't try cheap or underhanded tactics (such as forgoing base building, investing everything in a Zerg Rush of starter units to win quickly). Sometimes this is actually inverted for the player's benefit to provide a fair challenge - in games which value input speed and assume equal footing of both sides (such as fighting games), the AI simulating the opponent has to naturally be handicapped so that the player has a fighting chance, considering the computer has no need to physically bash buttons, is capable of perfect timing, knows every move and would never fumble a special attack unless some kind of restriction is in place. Others, meanwhile, will take great, detailed pains to elaborate to their associates what horrors they would adore visiting upon the game programmers. However, since many games would be rather dull if the AI played fair, some believe this to be a necessary evil. This throws any idea of equality out the window. This is one of the most egregious forms of The Computer Is a Cheating Bastard, in which the AI players break the explicitly laid-out rules of the game. wait a minute! The blue bike has a max speed of 190 km/h, so how did it overtake your red bike when it was going at max speed? The red bike has a max speed of 230 km/h, batteries for 500 laser shots, can't take corners well. Some games, however, supposedly apply the same rules to the human and AI players. These rules aren't always fair: The average First-Person Shooter pits a single player against multiple groups of enemies, all of whom are trying to kill them.
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