Ask HN: Game devs, what is the hardest part about designing an AI for your game?
Game AI is mostly pathfinding (which basically falls down to creating navigation meshes for levels), and very basic decision making skills, which is usually a weighted decision tree (e.g. if they&#x27;re getting shot at, cover might be weighted at 80%, shooting back at 20%). You don&#x27;t want to actually create something <i>actually</i> smart to fight, you want something with understandable, predictable logic for the player and something they feel clever outsmarting. Anything too complex and players will get discouraged by the difficulty.<p>Machine learning isn&#x27;t really a great fit for this, as it is neither predictable nor understandable, and thus the player can&#x27;t plan around it or try to outsmart it.