Stan Shebs
For instance, there has long been an ability to write
AIs customized
for a particular game design, but so far everybody has
preferred to just
sponge off the generic AI instead. (Not too surprising, since
AI writing
is hard, and there is no possible API that can help you with the hard
parts.)
Yes, writing AIs is hard. However, most AI developers probably have no
desire to write AIs in GDL, they probably want to use their language of
choice.
And, as far as difficulty of plugging AIs into an architecture
goes, the Xconq C codebase looks (ahem) less than ideal. It is a
sprawl. It may be a well-organized sprawl but it is still hundreds and
hundreds of C functions. AI developers - indeed, any kind of
developers - are probably more willing to do things in OO source code
pools that take far less work.