On the subject of AI...
I've sometimes considered that one of the problems with AI in games is the nature of AI itself, in regard of the programmers who create it. Now as I see it in simple terms AI is used to allow or create (in Civ for example) enemy computer players, and it dictates or drives how those players...
play the game against you the human player. This then places the programmers (in effect) as the enemy players, for they actually determine the strategy the computer uses via the AI to play against you.
My problem is this...
IF you accept the above as fair and reasonably accurate, then surely the overall quality of what the AI actually does depends in the main, on how good a
strategist or player the programmer is. By this I mean in creating the stategies the AI uses to play, the programmer surely must put their own strategic or gaming skill in the mix.
This my friends is the point where i have trouble with cheating in that cheating
possibly might be used to make up for the poor gaming or strategic skill of the programmers. I might go further and say that
possibly in addition to making up for lack of skill, the programmers might use cheating simply out of pure laziness in that it saves programming time and effort... or rather it saves them work.
Think on it...
How long would it take to create a half decent non cheating AI, as compared to just cheating be beefing up the computer players in all areas. That has always rankled me a little as a game designer whos creations (played by only humans) have to be totally fair.
Perhaps the theme of cheating, laziness or otherwise stems back to its precurser boardgaming, where certain companies (SPI being a prime example) used to pump out endless half finished games that only became playable when the players finished the rules themselves.
A last titbit...
Between boardgames and PC games these days there used to be (and still is) PBM or play by mail games, where the players sent in turns to be moderated and processed by a computer at the owning/running company. One such game I played literally 20 years ago now was
QUEST, a fantasy strategy/semi RPG war game. With a group of friends I played the game, which cost a weekly fee, and we explored every part of the game.
Certain aspects such as
inner temples always eluded us despite our best efforts. Then one day we visited a games convention in Bethnal Green in London and spoke to one of the game designers at a Quest trade stand. My friend Chris Wilson, who was a long standing and well respected play-tester of games asked about the 'inner temples' and other aspects that eluded us. Here was the gist of their reply...
We originally designed the game to included functioning inner temples and the like, but never got around to actually creating the game mechanisms to include them. So although they are in the game, they serve no function.
We all left the game within a few weeks in disgust.

Perhaps thats where my cynicism and distrust in part stems from.
Anyway, I hope my musings on things AI have been of some interest.
Regards
ASG