I would be interested in knowing how does constraining state complexity in AI get handled when designing games that must meet certain framerate and performance reqs- especially in FPS games? Are there instances where decisions are forced because of the need for an agent to undertake an action? And what heuristics are used? This is definitely part of chess/ board game playing AIs with time restrictions.
Has any work been done in trying to model AI as a deep learning problem, getting testers to play against one another and running feature extractors on their behaviors (a la deep mind) and training NN models on this data?