Basically AI post 2019 usually means LLM, and they're making the distinction that this is not that.
Both A* and deep learning explores a search space based on a goal. The difference is DL explores when it's training and learns to use the right moves for a given input.
It should be fairly obvious that what we think of as 'conventional AI' might have changed in the last 28 years, even if we hadn't just been living through a twelve month or so explosion in the availability and power of generative AI models that transformed what people associate the term with.
That book has the latest edition in 2020. But yeah, A* is search space based, LLMs or DL I wouldn't call it search space based at all. It's function fitting.
And if you're scaling difficulty, then you're likely tuning how the AI behaves.
GDC, GDCVault, academic papers, and dev blogs//post mortems of similar games to what you're interested in will have a lot of good information.
isnt so different than
if rule(programmer_params): ...
Code format for a 1 line like this example is nowhere close to # of lines in other files, the networking delays, and also can't be done client-side with current hardware to the scale needed for multiple entities all weighted uniquely in the current 2023 "AI" tools.
It provides:
Finite State Machines
Behavior Tree
Utility AI
Goal Oriented Action Planning
All of these are "AI", but handcrafted ones.I'm not sure you can really design a well put together experience around a DL agent, but if you can, it might as well just be handcrafted with some of these abstractions anyway.
Because in the end, you essentially need high understanding/constraints of how it will behave otherwise you've lost control over the experience as the designer.
IANAPGD (I Am Not A Professional Game Dev), I haven't seen this as a gameplay mechanic either.