Do you think it's possible to have a single direction of AI development that could allow for tessalatable AI. Not just set levels of detail in processing NPC actions but infinite levels of detail which account for processor power or a lack of it.
While non-tessalatable graphics and physics always assure that the AI processing is kept discrete and in the background compared to the 50 or so poly minimum that models tend to be limited to, tessalatable models could drag a single NPC in a full scale RTS battle down to one or two poly's. At this point the AI takes up a significant proportion of the CPU time and becomes a problem.
How would it be possible to assure that thinking time reduced along with the poly count?
You have your traditional AI domains, condition/action rules, pathfinding, heuistics, fuzzy logic decision making, perhaps with automatic adaption taking place during or between battles but there is no AI polygon which can be tagged and counted per second.
I'm trying to come up with ideas of whether the idea of tessalatable AI is feasible or even possible and any ideas or meandering thoughts are appreciated.
Thanks for listening.