First on topic:
If op (or anyone reading this) is really interested in a more deep introduction, I think this article does well:
This article will introduce you to a range of introductory concepts used in artificial intelligence for games (or ‘Game AI’ for short) so that you can understand what tools are available for approaching your AI problems, how they work together, and how you might start to implement them in the...
www.gamedev.net
In general, if you want to learn about how games are built, gamedev.net will keep you occupied for years
It's not really focused on AAA next-gen games though, so not everything on there is how the "true professionals" would do it.
For that you need to buy a few books, like "Game AI Pro" or the very excellent "Game Programming Gems". More than a bit outdated nowadays though
That seems to be the rub, doesn't it?
While I can agree with that definition, it renders the term "AI" useless as a judgeable category.
Yeah, the crowd simulation is not very advanced. But that is not the main point of interaction in this game.
Saying cyberpunks AI sucks because of crowds is like saying Skyrims physics sucks because of its skyfloating npcs:
It's impact on actual gameplay is so little that it can hardly outweigh the nicely working parts.
You say nothing about enemy AI, which kinda proves my point: The one system you interact with THE MOST, and you can't even find a single refutation of my points.
I think I am just a bit upset about the overgeneralization:
The combat AI in this game is totally on par with games like Half-Life 2, Call of Duty or Metal Gear Solid.
As I said, nothing revolutionary, but nothing to be ashamed about either.
Disregarding all of cyberpunks AI as "bad" feels to me like saying the AI in all games apart from the last 2 years sucks.
Which is simply not true...