human player, Chris Crawford did not fix a bug in Eastern Front (1941) that benefited the computer-controlled Russian side. Computer Gaming World in 1994 reported that "It is a well-known fact that many AIs 'cheat' (or, at least, 'fudge') in order to be able to keep up with human players". For example, if the agents want to know if the player is nearby they can either be given complex, human-like sensors (seeing, hearing, etc.), or they can cheat by simply asking the game engine for the player's position. Common variations include giving AIs higher speeds in racing games to catch up to the player or spawning them in advantageous positions in first-person shooters. The use of cheating in AI shows the limitations of the "intelligence" achievable artificially; generally speaking, in games where strategic creativity is important, humans could easily beat the AI after a minimum of trial and error if it were not for this advantage. Cheating is often implemented for performance reasons where in many cases it may be considered acceptable as long as the effect is not obvious to the player. While cheating refers only to privileges given specifically to the AI—it does not include the inhuman swiftness and precision natural to a computer—a player might call the computer's inherent advantages "cheating" if they result in the agent acting unlike a human player. Sid Meier stated that he omitted multiplayer alliances in Civilization because he found that the computer was almost as good as humans in using them, which caused players to think that the computer was cheating. Developers say that most game AIs are honest but they dislike players erroneously complaining about "cheating" AI. In addition, humans use tactics against computers that they would not against other people. Examples In the 1996 game Creatures, the user "hatches" small furry animals and teaches them how to behave. These "Norns" can talk, feed themselves, and protect themselves against vicious creatures. It was the first popular application of machine learning in an interactive simulation. Neural networks are used by the creatures to learn what to do. The game is regarded as a breakthrough in artificial life research, which aims to model the behavior of creatures interacting with their environment. In the 2001 first-person shooter Halo: Combat Evolved the player assumes the role of the Master Chief, battling various aliens on foot or in vehicles. Enemies use cover very wisely, and