ORIGINAL: Kitakami
Having actually had to program a learning AI for the simple game of Pente, I have an appreciation for what it takes to program a system that actually learns from its own (and the enemy's) mistakes.
The programming side of it is a large undertaking, and I do not think you could do a generic AI that covers every type of game... it would have to take too much into account. The problem with that is the fact that a specialized AI would, although technically a success, not be an economic success
And to the above you have to add the fact that the knowledge databases would grow, and grow, and grow... the more you play, the bigger they'd get (that's how you store knowledge for the system).
And if you want the system to be efficient, you'd have a server online, where all the registered copies of the game would dump what they have learned from the player(s) that use them, and distribute the knowledge to all the copies by means of AI updates. Otherwise a registered copy would only learn from the local players, and a player with a different style might throw it into a fit.
Doable? Yes. Worth the while of whoever does it? Don't know. But if it ever gets done, count on an industry award, because a good AI is almost a dream that can't be reached... yet.
Yes, economics is the main reason game AI's are still at about the same state they were in the 1980's. There is no economic reason for a game publisher to finance such ventures. Probably going to take a significant OpenSource effort under a GPL license, by techies who have an intrest in this area to ever come up with something useful that could then, in turn, be used by for-profit game developers to ship games with better AI's. And a client-server architecture (even both run ont he same machine) would probably be a mandatory thing in such efforts.









