VS AI: pick the distance where the AI is weak

Five throws each, highest score wins. There is one thing worth knowing before you play, and it decides most matches: the AI gets better at longer distances, and you get worse.

Updated August 5, 2026 · 5 min read

The rules

You and the AI take five throws each at the same distance setting. Highest total wins. Because you both play at the same distance, the distance multiplier applies equally to both of you and cancels out — the winner is decided purely by who lands closer to the middle, more often.

The AI's accuracy is fixed per distance — and it runs backwards

The AI does not aim and release like you do. It has a fixed accuracy for each distance setting, and that accuracy improves sharply as the distance goes up. Your accuracy moves the opposite way. Plotting both against each other:

Modelled base points per throw, player versus AI
DistanceYour points/throwAI points/throwEdge
Easy~100~28You, heavily
Medium~97~43You, heavily
Hard~87~61You
Expert~77~77Dead even
Master~68~91AI

Base points before the distance multiplier, which applies to both sides equally. Your figures assume a well-timed centre release every throw — the best case. The AI has no timing to get wrong, so its figures are what it actually delivers.

Expert is the exact crossover. At that setting the AI's scatter and your best-case scatter are identical, so the match is a coin flip. Below Expert you are favoured, and at Easy you are overwhelmingly favoured. At Master the AI is simply better than you.

Adjusting for the fact you are human

The player column above is a best case: it assumes you release cleanly through the centre on all five throws. Nobody does that consistently. Every timing error you make shifts the crossover point downward — so if your releases are still inconsistent, the real break-even for you sits somewhere around Hard rather than Expert.

That is a useful self-test. If you can beat the AI reliably at Hard, your centre timing is genuinely good. If you cannot beat it at Medium, work on release timing before anything else.

Five throws is short — variance is real

A five-throw match is short enough that luck matters. Even at Easy, the AI occasionally strings together a good run, and a single miss from you is 20% of your throws. Two practical consequences:

  • Never throw a giveaway. A landing outside the board is worth zero and also breaks your combo, and across five throws you cannot absorb that. If a release feels wrong, an outer-ring landing is still a fine outcome.
  • The combo barely warms up. Five throws only reaches ×1.8 even if every one scores. Do not play around the combo here the way you would in Score Race — just land throws.