No no, you missed my point

The reason i am not convinced of this method to develop AI's is that they are not playing with a simulated human-like interface behavior/restriction. The end result is thus an AI that wins against other AI's but once it has to play "at the same level" as a human it becomes quite probably a sitting duck. Because own pathing method means they micro each move order for each unit.
This makes it a cheating AI. Like when you play UT2k3 on Godlike. (which removes the rotation dampening for the views that bots have simulated to restrict their speeds and other things).
Or basically, i don't downplay their work, but innovative it isn't. It doesn't advance game AI's a single inch. Because coding an AI that wins against humans is NOT HARD. Whats hard is coding an challenging AI that is unpredictable, makes errors, and can be won against by exploiting said errors. (Racing games are trying to get this right for nearly 20 years now). If you want to read on this, i would advise you to read the emergent AI series - part 1 below.
Link ->
http://christophermpark.blogspot.com/2009/06/designing-emergent-ai-part-1.htmlNote: Because of my affiliation with said game/developer my view may be jaded
This comment was edited on Jan 19, 2011, 21:00.