The AI is designed to be asymmetrical. The AI in AI War is not designed to imitate human behavior. The AI has already won the war against humans and dominates the galaxy. It's meant to be omnipotent. I mean the AI has unlimited resources too.
There's a difference between fighting an asymmetric opponent (which can be fun), and a cheating opponent (which is not, at least for me). The AI, I think, is designed to have a superior starting position, but its resources in this galaxy are limited by how quickly it can move forces in from the other galaxy. And just because it has a resource advantage does not mean that it deserves to be allowed to break other rules, like fog-of-war. For me, fighting against an opponent who counters my tactics by breaking the rules is not fun.
On the other hand:
...“tricking” the AI into using a hole in the wall that is actually a trap.
Right, which is why my recommendation was to choose the path probabilistically, not deterministically, so the player can never be sure what route the AI will take. It's more
likely to pick a route with lower cumulative DPS, but it might pick another. But in any case, flying through the intersection of every turret's firing arc is almost certainly not a good move on the AI's part; no human would make that mistake.
If the AI did that it would also have to take into account turrets' ranges and stay away from them. Sniper and Spider Turrets have infinite range. Missile Turrets and Military Command Stations have a very long range. So the AI trying to abuse the "weak points" could buy the player more time to whittle it down with long range turrets and engine damage. And to get in range of the player's Command Station the AI would have to get in range of all (or at least most) of the player's turrets anyway. That AI change could also render some of the shorter range turrets mostly useless so the turrets would have to be rebalanced.
The algorithm I posited implicitly takes the turret ranges into account by building the DPS map; the infinite range stuff would be essentially ignored since it affects all points equally. It would strike a "fuzzy" balance between cutting through the kill zones and going around them. I'm certain that it would require some rebalancing, especially to the "attack vs. build up more" decision logic.
On the topic.. here's an interesting article about the design decisions: Designing Emergent AI, Part 1: An Introduction
Yep; I read all six parts before I bought the game, and one of the things that convinced me to buy it was this statement:
The AI ships never get bonuses above the players, the AI does not have undue information about player activities, and the AI does not get bonuses or penalties based on player actions beyond the visible AI Progress indicator (more on that below). The strategic and tactical code for the AI in the game uses the exact same rules as constrain the human players, and that’s where the intelligence of our system really shines.
Letting the AI bypass the fog-of-war is a direct violation of this design precept.