| I see this kind of sentiment all the time from people outside the game development industry. Every single time a new graphics card is launched, a new console, a new engine, whatever. Do people really think that it's a matter of CPU time goes in and intelligence comes out? People seem to think that if we were not spending so much time on graphics, that we would have amazing AI by now, but it's simply not the case. The reason we use simple state based AI's for the most part comes down to controllability. In order to actually design a fun gameplay experience you need to have ways to tweak the AI to behave in the way that the player will find fun. You want to be able to ask "Why did that character not throw a grenade in this situation?", be able to find the answer, and tweak it. The techniques that come out of AI research don't expose parameters in this form, and so are essentially useless for real game AI. Probably the biggest CPU use from AI today are perception checks, like can entity X see entity Y from it's location. Checks like these tend to cross cut into engine code and just feed into the very simple state based AI. |
Personally I don't think this would be hard to simulate, for instance fear would be marked with increased cursing, decreased accuracy, increased error, and a potential for full scale running away. Complacency would mean that guards don't check every corner on their patrol routes, have smaller visual cones, and are slower to react when shit hits the fan. Confidence could be marked by seeking cover less, drastically increased accuracy, and so on.
So yes, whilst in the distant future we could have truly "intelligent" AI which would lead to unpredictable gameplay, we at present have the tools to create enemies that can provide a much richer and more vast array of feedback to the player's behaviour.