As a player: Depends on genre.
For RPG: Let's presume that I would like to develop a RPG with superior AI. (By superior, I mean "what is available on the market today".)
My reference point for great RPG AI would be Ultima VII. The monster AI was nothing to talk about (except that monsters would actually flee after being damaged to a certain point), but the character AI used NPC scheduling, which breathed life into this classic RPG. Ask any true Ultima fan about the infamous Baker
It made the game seem more lifelike, even if the actions were somewhat canned. It had closer relationship to an "RPG-sim" than a RPG current to its day (example: the Westwood Studios' Lands of Lore, or the infamous AD&D titles at the time).
Currently, characters are not believable. Societies are not believable. Monsters are not believable (quite the opposite, they are rather robotic and violent, no matter how much "fantasy" you attempt to inject them with).
What I would like implemented in games is believability. Even if it isn't as dynamic as it could be, it would be nice to see NPC reactions to the main characters' "publicly-known" actions. Faction/alignment are a good starting point, but this is a single-number representation combining personality, religion, law-enforcement, ethics, honesty, and even conscience.
For example, I am an atheist, however I would never kill someone, or steal from a small child, or break rules just to see law enforcement officers become angry. In a game, my "faction" would be relative to who I am interacting with; to a religious leader, it would be '0%', whereas to a rebellious teenager with morals, I might be closer to '50%'.
RPGs' AI are the most difficult to implement, I would venture, because they more and more could become simulations in human behavior.
For action: Hard to say specifically, because there aren't too many great FPS out there with impressive AI. Unreal comes to mind for some reason; I was impressed with the Skarj warrior's pathfinding and combat tactics. I think that Halflife might have been impressive on some level (though I have not played through the game; this is based on others' feedback).
What most I would like to see in FPS is the difficulty of enemies' AI improved to the point where cooperative-play makes a huge comeback. This is one thing I miss.
I should note that Serious Sam II had a great method of making monsters' behavior dynamic that the game was actually
fun . I don't know how many times I laughed hard when presented with a new, completely off-the-wall monster.
For RTS: Can't really comment on this, as I am not a huge fan of RTS. My last favorite was Age of Empires II, and I found that the AI was too robotic; the computer's army always seemed to be three steps ahead of my own, until I pumped out army recruits in an irrealistic fashion. I prefer SimCity-style games to Warcraft-style RTS, Caesar III being my all-time favorite. Why? Too many of the latter concentrate on mindless combat, without the other misgivings of war. Even Myth and Myth II were more mindful than some current-day RTS.
As a developer: Increased development time. I suppose, to make NPCs believable, one would have to implement a sort of memory-model, reactions, multi-faceted faction/alignment, as well as personal stuff; such an implementation could work on many levels, in many genres, but my brief description hardly does justice to what I envision.
What I actually envision, is likely beyond the scope of my own programming prowess...
MatrixCubedhttp://MatrixCubed.cjb.net[edited by - MatrixCubed on July 15, 2002 12:17:53 AM]