TheWordWillSetYouFree, the thing is, if I hadn't pulled back the curtain and said "it doesn't remember stuff," then people read intent where there is none. In fact, people do it anyway -- the forums are full of stories about things that were emergent behavior that seemed "scary smart" to players. I'm not reinventing the AI anytime soon, so as an intellectual discussion it's interesting, but for practical purposes I'm refining what I have, not looking to majorly redefine it. As eRe4s3r notes, too, at the moment it is balanced so that it makes enough mistakes to actually be playable -- if the AI played inhumanly perfectly, then it would seem to have too much information (and thus be "cheating") as well as being unplayable to most players. As deMangler notes, the story fits with the gameplay mechanics, and he brings up
very good points about us humans thinking that more about what we do is predictive than perhaps it is.
Even when we humans 'think' we are being predictive, the mechanism behind that is reactive and emergent. It can, however be described in predictive terms and in fact this is what we do when we experience it as predictive.
This has been a key thing I have learned in working on creating the AI for AI War, actually. If you think about us at a cellular level, or at an atomic level, or at the level of organs and nervous systems and so forth... what are we? We seem to be more than the sum of our parts, but from a purely empirical scientific point of view why is that? Religious views of anyone aside, if you look at purely the mechanics of any living thing, they exhibit behaviors and certain amounts of compound intelligence that were never "programmed" into their cells. Even plants, on a slower timescale, do all sorts of interesting things -- without a brain. This is emergent behavior in the same way that AI War has it, and the fact that the plants have no overall plan doesn't stop them from destroying your house over time, or seeking out and populating desolate areas, or what have you.
That's the key thing: the AI in AI War is not truly random, either -- to intently's comment, this isn't just random RPS or something. The AI has a lot of various imperatives that it acts on with individual entities (preserve myself, find and kill the best opponents, and a host of other specific goals that it might seek to achieve), and these wind up acting rather like the biological imperatives in plants or animals. From a neurological sense, they provide enough direction that the AI winds up doing purposeful things in a quasi-random way. Same as how plants might function, except a bit more complex perhaps.
My trouble with describing my own AI is that it's so complex that it's hard to sum up, and when some people hear things such as "it doesn't remember anything" this strikes them as a huge, huge deficit -- because, after all, memory is integral to humans, right? How could it possibly be omitted in any viable opponent?
There has been a lot of talk over the years about "instinct," things that we know how to do implicitly. I think that most people imagine that instincts are in some sort of meta-memory storage, or programmed into our DNA in some mystical sense, or something. This is how you get stories about genetic memories and things of that sort, I'd wager. But, I think there is a much simpler explanation: there is no meta-memory for instincts. Rather, those are emergent low-level behaviors based on how our bodies are constructed. Those are high-level behaviors in many cases, which come about completely without any form of memory, based on underlying interactions and imperatives in our bodies.
And
that's how the AI in AI War works, if you want to a model to conceptualize it by: it plays by damn good instincts, but doesn't "think" in the human sense.