I particularly like the entry:
quote: Pursuit is similar to seek except that the quarry (target) is another moving character. Effective pursuit requires a prediction of the target’s future position. The approach taken here is to use a simple predictor and to reevaluate it each simulation step. For example, a linear velocity-based predictor corresponds to the assumption that the quarry will not turn during the prediction interval. While this assumption is often incorrect, the resulting prediction will only be in use for about 1/30 of a second. The position of a character T units of time in the future (assuming it does not maneuver) can be obtained by scaling its velocity by T and adding that offset to its current position. Steering for pursuit is then simply the result of applying the seek steering behavior to the predicted target location. See Figure 4.
I believe that this is what I have been saying all along.
Dave Mark
Intrinsic Algorithm Development