>>723577171
People don't want "good" AI enemies. Enforcement learning would lead to scripts incorporating movement bullshit, jittering to throw of leading aim or headshots and all kinds of weapon abuse and pinpoint ricochet.
People in fact want scripted encounters that makes the player feel capable and clever when they outsmart the enemy. Player feels smart for shooting the enemy who announced that he is going to flank through the window. Player feels smart when he gets to grenade stationary turret the enemy announced they were going to use.
Same with AI allies. Players don't care about the inner workings or decision making of the AI scipt. They feel good when the heavy weapons guy shouts he is going to take care of a troublesome enemy and bazookas it. They feel good when on low health and pinned down and a smoke grenade teleports between them and enemies to give cover and the medic guy teleports behind him (he was approaching while you weren't looking) and gives you a pick me up.
All those examples from games touted for "good AI", scripted every single one of them. It's all about the illusion. F.E.A.R enemy AI? Scripted actions per room. The enemy won't leave the current are they are instructed to stay in.