I'll start adding some reference links. Of course, It won't be directly for DarkBasic, But can be easily ported.
In the beginning I would start off with using a simple finite state machine. Where Enemies run through different patterns depending on their
state:
Patrolling
Searching
Attacking
Close Counter Attacking
Taking damage
Dodging
Running Away
Banding with other Enemies
You'll also need to give them simple Path-Finding ability.
Aim for the original Doom AI. And as you learn work up to the evolving algorithms used in UT.
Then you could move onto evolving AI, Learning systems etc.
Free On-line sources:
Beginner
Finite State Machines (FSM's)
http://ai-depot.com/FiniteStateMachines/
Short article on Finite Based Machines AI
http://www.gamedev.net/reference/articles/article557.asp
Numerous articles on AI inlcuding:
http://www.burstnet.com/cgi-bin/ads/ba2711b.cgi/RETURN-CODE/if/9703401479208/
AI Pathfinding for beginners
http://www.gamedev.net/reference/articles/article2003.asp
Moderate
First Steps In Game AI: Your First Bot
http://ai-depot.com/GameAI/Bot-Introduction.html
Neural Networks: For Obstacle Avoidance
http://ai-depot.com/BotNavigation/Obstacle-Introduction.html
Evolving AI.
http://64.233.161.104/search?q=cache:QYgKGfjvdNAJ:www.cs.wlu.edu/~levy/overholtzer.pdf
[Advanced]
Source Code (mostly C++)
Quake 1
http://www.gamedev.net/reference/articles/article1771.asp
Quake 2
http://www.gamedev.net/reference/articles/article1772.asp
DOOM
http://www.gamedev.net/reference/articles/article1770.asp
Duke Nukem 3D
http://www.gamedev.net/reference/articles/article1937.asp
Wolfenstein 3D
http://www.gamedev.net/reference/articles/article1773.asp
Books $$
[Advanced]
http://www.aiwisdom.com/bookshelf_aiwisdom.html
AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors
http://safari.peachpit.com/?XmlId=1-5927-3004-3
I'm throwing this in only because I almnost dropped to the floor when I read it. A gorgeous FPS under 97kb. Posted at Slashdot.org
http://theprodukkt.com/
First Person Shooter - Under 100KBs of Code
Posted by michael on Thu Apr 15, '04 09:57 AM
from the waste-not-want-not dept.
Cariad Ilmara writes "For those of you old-timers who spent days & nights trying to get your code fit into 64Kb, here's the first beta of .the .produkkt's next FPS: .kkrieger. Moderately beautiful, what's impressive is it can fit inside the UT2004 readme. The demo is 96Kb zipped. All textures are procedural and generated at startup. Screenshots available here, here, here, here, and here. You still need a relatively recent computer (~1.4Ghz, 512MB RAM) and a DirectX8 GPU (Windows required)."