My recent RTS game uses a new style of AI that basically hybridizes rules-based AI with emergent AI logic. I've recently written a blog post about the general philosophy that I used, and talk some about why it worked, etc. The article is fairly high-level, but it's meant to be the first in a series. In future articles in the series, I'll go into more depth about specific sub-topics.

As a disclaimer, I'm really not an AI programmer at all -- my background is in databases, financial modeling, etc. But it just so happens that database experience, which often involved distilling data points from multiple sources and then combining them into suggested decisions, etc, for executives, also makes a great foundation for certain styles of AI. The approach I came up with leans heavily on my database background, and what concepts I am familiar with from reading I have done on AI (emergent behavior, fuzzy logic, etc), and the results are startlingly good.

Total development time on the AI was less than 3 months, and its use of tactics is some of the best in the RTS genre, I believe. Anyway, I'm very open to talking about anything and everything to do with the design I used, as I think it's a viable new approach to AI to explore in games, and I'd like to see other developers potentially carry it even further. If there's anything else you'd like to know that the article doesn't discuss, feel free to ask.

Here's the link: http://christophermpark.blogspot.com...ai-part-1.html