At the core of it, you can do just about anything with just the basic statements, ifs, and loops. When it comes to AI, the real trick is understanding how to come up with rules that will get results. FWICT, my college had a Robotics class that was not especially code-heavy, and was mostly "build a robot with this Lego robot kit, and use this IDE to give it instructions". It's the idea of realizing what the AI does not know, what it can know and how, and what combination of logic and actions will lead to the desired behavior. Code is just translating those concepts into something a compiler can translate into something a computer can understand.
The only story from that Robotics class that I remember is the one where the student tried to make a Roomba-type robot, who would go around the room trying to push any objects it found out of its path. It worked fine, so they tried it with two robots. Naturally, the robots could not distinguish each other from random objects, and tried to remove each other. Turns out that real life robot fights are way less interesting than in Transformers, since they mostly just strained against each other and caused their "something's straining the motors" alarms to repeatedly beep. I guess that's the Legobot equivalent of effort grunts/shouts.
I should probably be working on the AI I spent yesterday mapping in pseudo-pseudocode,. It just gives me the "This is not worth the frustration" feeling.
Some of my games
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