dose any one know any ai besides the bounce movement?im trying to make a game but the bouceing movement is to stupid.
dose any one know any ai besides the bounce movement?im trying to make a game but the bouceing movement is to stupid.

I wouldn't really call it AI, but the simplest method is to just use alterable values to store information on the enemy. For example 0 is standing still, 1 is chasing and 2 is attacking. Then depending on what the value is, make the enemy do an action.
Also, try to give a bit more detail in your post, AI is an enormous subject and you haven't even told us what you're trying to do.

Following on from Nick's comment, it's best if you think exactly of what you want your characters to do.
Are you trying to make a platform game, a space game, a top-down shooter, or what?![]()
I wouldn't call the bouncing ball movement AI at all.
Anyhow - like Nick said, the first step is usually some sort of finite state machine.
I prefer to use an alterable string instead of a value, for clarity. It could be called "Mode" and you could be setting it to "Idle", "Alert", "Fleeing", "Attacking", etc.
Then you could for example use two alterable values, and store the position, where the player has last be seen. There are multiple ways how line of sight can be done. E.g. by shooting out invisible objects, containing the ID of the enemy that shot them. When they touch the player, the player's position is stored in those two alterable values and the mode is changed to "Attacking" or whatever.
You'd use a different group of events (for clarity) for each mode, as they all need to be treated separately. So you need events that get the AI from one mode to another (e.g. "is in alert mode" AND "has not seen enemy for 2 minutes" set Mode to "Idle").
The different modes would also cause different behavior. In "Idle" the enemy could just look around or talk to other enemys or patrol or whatever. In "Alert" he would be actively pursuing/searching the player, in "Fleeing" he'd try to get away, or back to his base or whatnot and in "Attacking" he'd focus on the player, try to stay in attack range and shoot/hit/whatever at the player until he gets out of sight (which would result in "Alert" mode.)
So depending on what you achieve you need this "finite state machine" and some other "tools" (methods), like:
* line of sight
* pathfinding
* and maybe tactic evaluation
This would be your general game AI. If you are thinking about "real" AI, you have to look into neural networks, but I don't advice you to do that with MMF(2), it's not very effective for games.
cool thanks