I have an academic and professional background in traditional AI, and I've programmed an AI for a 3D video game I made in college. My traditional AI background is mostly in applying a wide variety of mainstream machine learning algorithms, including neural networks, SVMs, and regression, to real world problems like fraud and image detection. I was somewhat frustrated when building the game AI because the best solution came down to building a large state machine with hard-coded logic. The AI was dead-simple, but it worked well and wasn't too far from state of the art in video game AIs at the time, and I suspect today.<p>I agree with the general point of this article; in fact, I think it understates the case. When people want AI in video games they want the AI to be truly smart. The fact is, we haven't cracked "intelligence" yet. Most of 'AI' research has veered into machine learning, which is basically applied statistics. While this algorithms can solve many constrained problems quite well (this field powers much of google search) it's tough to frame complex problems like a 3D FPS AI, into a simple statistical framework. Even biologically-inspired AIs like neural networks are designed to solve highly constrained problems. In short, I don't think it's possible to even design a non-bruteforce AI, regardless of computational power, with what we currently know.