WHSeward wrote:Edit: none of this by the way is "artificial intelligence." Brute force techniques are sort of the opposite of A.I. and that is state of the art for games today.
See, now you're getting into a philosophical problem with A.I. Even within the computer science community, there's not widespread agreement on what counts as A.I. and what doesn't.
Additionally, "brute force" is not the right term for what you're describing. The better description is "state search" or something along those lines. Brute force is just one of many search-based algorithms for examining possible outcomes, and it tends to be used in scenarios in which there's only a binary measure of success. It searches all possible values in a trivial manner until one finally succeeds.
Typical board game A.I. uses some variant of
Minimax searching, where states are searched and prioritized by their best and worst possible outcomes. If the state space is small, the end result may be a
de facto evaluation of all possible states (like brute force), but most Minimax algorithms are able to prune large groups of bad states without evaluating them.
Most A.I. has a state search component. What makes one search more sophisticated than another tends to be the abstraction of the state, the data used to evaluate each state, and whether the search is determinant or has a stochastic component.