The one that sticks out to me is the last quote lamenting the fact that you can't talk about AI in games any more since the term AI has been hijacked to mean LLM instead. I wonder how long it will take for job ads in the game industry to bifurcate into AI (LLM) developer and Behaviour (game AI) developer.
Unrelated but are there any games using LLMs or ML for the NPCs? I really want enemies that adapt to the player.
There is probably some limited utility for using ML in games, lifelike multiplayer bots trained on behaviour of different types of players.
I think in most scenarios good gameplay comes from iteration which comes from tweak-ability, you see players get stuck in area x so you do a minor or major adjustment to area layout, enemy composition, or give the players more tools. If something is controlled by an LLM it becomes unpredictable and hard to reason about for both player and designer, and consequently also hard to adjust.
I think it is possible there is some role for LLM's in games, like how Left 4 Dead had an AI (this is classic AI not ML) director who would decide how to structure enemy waves and for example send a boss after a player who strays too far from the rest. But even there rules based AI is probably easier to adjust for the designer.