Game artificial intelligence (AI) has been an expanding and changing term in the past five to ten years. Even today, if you ask people what “game AI” entails, you will get significantly different answers. For a long time, however, most of those answers could be tied to specific and simple functions.
“It’s what makes the character walk toward me.”
“It’s what makes the enemy shoot at me.”
“It’s what makes the animation change from ‘idle’ to ‘attack.’”
Those are all well and good—although taken at face value, not very encompassing. In a general sense, you would be hard-pressed to really justify calling those things “artificial intelligence.” They are too simple. In some ways, they could be accomplished by a flip of ...