Game AI is mostly graph pathfinding. Games that actually use neural networks are really really rare (are there any commercial games? I know of a few research projects that say). Natural Motion/Euphoria (I forget which is the company and which is the tech) apparently uses a neural net to tweak the animations, but it doesn't do it in real time. Science AI is... well, it doesn't even use the word AI anymore, because the word now has an unfavorable connotation, so instead you see terms like 'machine learning'. The big techniques are mostly probabilistic and I'm not even sure how useful they'd be in a game, even if they could be run in real-time.
Good points obonicus. I think Game AI should be made with a model like sports. Its not fun to play a opponent that you "know" will lose to you. But it is fun playing an opponent that will lose to you if you outsmart/outperform its defensive assumptions. Any and all games boil down to PSR(paper scissor rock-like guess/countering games) and defensive/offensive assumptions based on "the tape" or historic patterns(patterns you do over the duration of playing the game)and timing. The game can just run statistics on what you will likely do to...
-Counter it(offensively ie does take damage or resources away from the CPU)
-Defend it (non-offensive ie doesn't take damage or resources away from the CPU)
All the programmer does is give it a laundry list of tricks/traps(defensive/offensive schemes) that the game program references so they can find what better beats you. The CPU also finds does subtle ways to throw your timing off by alter the...
-Angles
-Timing(offensive attacks)
-spawn spots(some can be outlawed by the programmer because this can be broken)
-Resource placement/spawn rate(see above about limitations)
-Feints(potentially dominant tactic actually)
The AI can also be programmed with a library of intelligent hardwared team offensive/defense schemes. These schemes can be tweaked by the AI on the fly to throw off the human player.
-Selective flooding(flood the player with enemies if they are low on health or have non-crowd control weapons then when they adapt change the attack to another scheme)
-Runaway games(like
a)when low on health run away
b)hit and runs
c)draw into ambushes
d) steal items and run
e)snipe and run... etc)
-Playing stupid(draws)
-Kamekaze enemies(hey blow me up with your high tier weapon and use up your resourses to soften you up for the real threat)
-Delusion draws( ok its a item/hostage/tool etc....what an enemie halogram?)
-Some enemies can heal themselves off spawned hp items(potentially broken)
-The Okay dokey (I think the enemie can't go through walls...whoa! it went through a wall! Ok its a shotgun....Whoa! its a rigged pipebomb! 4-5 seconds to leave to room!)
-Randomizing (well I know if I go through room A and carry X weapon then enemie Y will apear on the north west corridor.....What an enemie z on the ceiling with a cloak trap and the enemie in the north west corridor is a enemie pretending to be a hostage so I can't hit them with a weapon I have to go up close to the hostage and make sure that the hostage is a person AFTER being ambush by ceiling enemy and softing me up for the fake hostage. The health pick ups both spawn on random time intervals AND spawn in random spots(a set percentrage of the spawns are advantagous to the CPU aka spawn inside a trap or spawn right next to an enemie. Oh an semi-random enemie stats.)
-Semi randomly generated stages
-Sabatage(dudded items, trap quests,fake hostages,sabatoged weapons, enemies that are hostages(cloaked by the CPU to get you to kill them), hostages that are suicidal,hostile hostages (they fight you and you have to convince them to stop through non lethal means....oh and enemies are attacking you both...good luck).
-Enemies that are simulated to be the same as you...(using the same attack patterns as you.They have powerful weapons like you do AND they can heal,powerup or call for help).
-Enemies(that don't look like enemies) that predend to be tame and benevolent and help you on your quests turn on you(in a random way not all the time) when your in some some crazy bad situation. ie they lock the door when your in a room looking for pistol rounds then a pheromone capsole is rigged to break. Enemies flood the room as you find a way out. Yes there is a way out. The Pretending Hostage then tells you to give them all your attack weapons or they won't let you out.You then spend some time trying to get the trust of your new captor have fun your now a hostage!
Game AI should be about "how to be a human palyer being the CPU 101". Using timing,PSR with statistics,mind games,etc you keep the human player from just memorizing or planning thier way around the game(boring and repeatitive).Why do you have this level of AI in the game?
Replay value