Most convincing game AI is not deep learning. It is a small toolbox of techniques tuned to feel intelligent.
- Finite state machines for clear, debuggable behavior
- Behavior trees when the logic gets more complex
- Pathfinding and steering for movement that reads as intentional
- Enemy design patterns that create the illusion of tactics
The newer question is where LLM-driven NPCs actually help, like dialogue and emergent reactions, versus where classic techniques still win, like anything needing tight and predictable control.
If you want the full breakdown covering finite state machines vs behavior trees, pathfinding, steering, enemy design patterns, and classic vs LLM approaches, we put together a complete guide here: https://www.abratabia.com/game-ai-npc/
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