I thought some might find this article about an AI that is being developed with the USAF for their flight simulators of interest.
http://phys.org/news/2016-06-video-games-artificial-intelligence-tactical.html The fuzziness reminds me of things I was doing for my behaviors in the sims I worked on. I had also thought about trying to work in some genetic coding to change the weights of decisions but it would have been in relation to a large number of different types of planes so I would have either had to come up with an interesting heuristic to determine if a particular DNA had been successful (A C-130 getting shot down by an F-15 is not a surprise so a C-130 that lasted an extra 30 seconds could be considered a success) or have a ton of data which at the time wouldn’t have been viable. Also, in our case, once the game was out in the “wild” we couldn’t be sure the learning wouldn’t have issues later on.
Elf