Comment Re:Awesome (Score 1) 123
Decision logic in games is generally simple.
Gathering data for those decisions isn't. Pathfinding is intensive, and if you've got cycles to burn you can just up the resolution in your pathfinding space. Things like visibility checks are also an area where you can burn basically as many cycles as you want. You can make do with less raycasts, but more raycasts can get you a better picture of the surrounding environment or enemies or what have you.
That said, the main bound on AI is usually not processor time, but development time; satisfactory AI, at least from the minds of most publishers, is a solved problem, so a programmer shouldn't have to burn a lot of effort on it.
Gathering data for those decisions isn't. Pathfinding is intensive, and if you've got cycles to burn you can just up the resolution in your pathfinding space. Things like visibility checks are also an area where you can burn basically as many cycles as you want. You can make do with less raycasts, but more raycasts can get you a better picture of the surrounding environment or enemies or what have you.
That said, the main bound on AI is usually not processor time, but development time; satisfactory AI, at least from the minds of most publishers, is a solved problem, so a programmer shouldn't have to burn a lot of effort on it.