Earlier quoted context omitted.
> This is encouraging. If you're going to work on artificial general intelligence, a reasonable context in which to work on it is game NPCs. I don't think so. Game NPCs don't need AI, which would be way overkill; they just need to provide the illusion of agency. I think for general AI you need a field where any other option else would be suboptimal or inadequate, but in videogames general AI is the suboptimal option.…
> Game NPCs don't need AI > ... more cost effective is to just fake it! Many players complain in story heavy games that their choices have no consequences to the story - this is largely because building stories with meaningful branches isn't economically feasible. A game that could make NPCs react to the what the player does dynamically while also creating a cohesive story for the player to experience would be absolu…
Story AI is basically having a writer sit down and writing a branching story tree with writing the whole way. At best it's a manually coded directed acyclic graph.
Tactical AI, ie having the bad guy soldiers move about the battlefield and shooting back at you in a realistic manner is 100% about faking it. It's better to despawn non-visible and badly placed enemies and spawn well placed non-visible enemies than have some super smart AI relocate the badly placed enemies into better locations. It's better to have simple mechanisms that lead to difficult to understand behavior than complex behavior that leads to instinctive behavior.
There was an amazing presentation at gdc maybe 3 years ago that perfectly articulated this. The game was something about rockets chasing each other. I wish I could find the link.