THERE ARE only limited processor resources available to a game. Traditionally, most of these have been used to create great graphics: the primary driving force in mass market games. Much of the hard graphical processing is now performed on the GPU, but not all of it. Faster CPUs have also allowed the processor budget given to AI developers to grow steadily, meaning that techniques too costly at one time, can now be implemented on even modest mobile hardware. It is not unheard of for AI to have more than 50% of the processor time, although 5 to 25% is a more common range.
Even with more execution time available, processor time can easily get eaten up by pathfinding, complex decision making, and tactical analysis. AI is ...
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