This is about game AIs, which are definitely interesting. But for the most part they overlap very little with what most people think of as AI. In undergrad (mid 2000s) I partially specialized in both computer graphics and machine learning, and took a video game class to try combining these skills. I have two big memories from this time that stuck with me. The first is the time a dev on Civilization 1 visited our clas…
I used to work in video game AI having studied AI academically and was also disappointed that a) there isn't a lot of horse power to spend on AI so you keep it simple and make it fast and b) the game designers and producers don't want characters that learn, they want predictable well defined behaviours. They can then compose these to make fun gameplay for the player.
But that was in the 90's. At the point I left we were using A* and various optimizations on it and real time planning for multiple moving agents is non-trivial. People were using planning algorithms to make the ais behave in a more goal driven manner. I myself implemented a state machine based on Rodney Brook's subsumption architecture. Low level basic survival behaviours (run from grenade) would override the characters more high level goal (patrol route).
Ultimately I got bored but all the tech used in the 90's has continued to evolve and I'm sure there's some pretty interesting AI going on in games like gta 5 and assassins creed where you have large numbers of people and vehicles interacting.
No doubt machine learning as an off line process to teach characters to drive like players and so on will be a fun and productive area to work on soon