Artificiell intelligens kanske är en motsägelse och genom åren har vi sett många exempel som snarare snuddar på dumhet. På GameSpot skriver chefsdesignern på utvecklingen av #Command & Conquer 3: Tiberium Wars om svårigheten i att utveckla en motståndare som är så lik människans val och handlingar som möjligt.

When we started working on Command & Conquer 3 Tiberium Wars, we knew that the game would draw different types of players. Some people would be looking forward to classic C&C single-player campaigns, including cool missions, a rich story with full-motion video cutscenes, and familiar units like the orca and the stealth tank. Others would be in it for the multiplayer experience, with fast and brutal unit interactions, lots of micromanagement, and a wide variety of tactical options. Command & Conquer 3 was designed for both breeds of player: You'll find 38 missions in three campaigns, a great mix of classic and new units and structures, a deep story, and a fast, fluid multiplayer game with three balanced sides and a great deal of strategic depth.