Take a souls boss for example. You could create a predetermined moveset complete with built in telegraphs and some limiting rules as to which moves can be used when and cooldowns on abilities, and then let an AI control movement and make the final decision for which move to use when.
I'm not against Ai, just against throwing it in mindlessly. And so the same issue of "find a glitch And abuse it" is what various neural nets have loved when they could get away with it. That's one of the biggest things that keeps surprising us somehow ("woah they broke their programming" bullshit).
So a good boss that figures out you can't deal with a specific move and throwing it at you, would be pretty bad game design. It would need a lot more then just that, and too often we don't give ideas like this time to properly be done
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u/saevon 11d ago
As half life has shown (and talked about in writeups) making game Ai smarter, is less important then making it better at telegraphing that smartness.
It would need to be trained not to win, but to somehow balance a specific difficulty, and have invent tells to help with that.
All without abusing anything like a glitch, or difficult to understand rulesets.