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Re:How to Incorporate Stupidity Into Your AI Code by iron_ball on Thursday March 19, 2009 @09:42AM (#523255)
This is the reason it's difficult to come up with fun AI for head-to-head fighting games: once you get past the thin veneer of mastering the moves, they're entirely about mindgames. A FSM-based CPU opponent does not have a thought process a human player can predict and exploit, nor the ability to avoid repeated mistakes.

I believe this applies to many other types of games as well, but games with many split-second paper-scissors-rock decisions suffer the most. A computer can be programmed to scout out and react to a carrier buildup in Starcraft, but cannot easily be programmed to outguess a jab/throw mixup in Street Fighter.

Re:How to Incorporate Stupidity Into Your AI Code by eru on Thursday March 19, 2009 @11:18AM (#523394)
Don't game theories mixed strategies solve this problem?

After all nobody can beat random selectian at paper-scissors-rock.

Re:How to Incorporate Stupidity Into Your AI Code by jibiki on Thursday March 19, 2009 @02:44PM (#523765)
My vague recollection is that RPS is the subject of AI competitions. You can't "beat" random selection, but you can't lose to it either. So if you want to win a tournament, you have to try to guess what your opponents will do, assuming that they too want to win, and are guessing your actions.
Re:How to Incorporate Stupidity Into Your AI Code by eru on Friday March 20, 2009 @07:45AM (#524777)
Yes. But most programs fall back on pure randomness in those contests when they have a losing streak.