In game against computer players, AI randomly gets one of three behaviors: Builder, Warrior or Explorer. As a Builder, AI will act more in defense, focusing on the towns development, limiting the scope of exploring. A Warrior will seek to fight more with other players and capture neutral towns. An Explorer will focus on hiring more heroes and moderate aggression. He will sequentially explore the map. In addition, heroes of the Explorer type AI receive 50 more movement points at the start of each day. AI behavior can also be defined in the map editor.
The behavior of AI is also affected by the selected difficulty level of the map.
By repetitively testing the AI behavior when given a choice between visiting two different objects on the map, one can draw the following conclusions:
-The AI always visits Obelisks rather than Creature Dwellings.
-The AI always visits Creature Dwellings rather than Windmills.
-The AI always visits Windmills rather than Wagons.
-The AI always visits Wagons rather than Learning Stones.
-The AI always visits Learning Stones rather than Observatories, Graves (HotA), or a pile of Gold.
-When presented two objects between an Observatory, a Grave (HotA), or a pile of Gold, the AI always visits the object that's on its left side rather than the object that's on its right side (EXCEPT when it's a pile of Gold on the left and a Grave on the right. In this very specific case, the AI seems to choose randomly which object it will visit first.).
-When presented one object between an Observatory, a Grave (HotA), or a pile of Gold, and one object between a Scholar and a Witch's Hut, the AI always visits the former.
-The AI always visits Scholars or Witch's Huts rather than Corpses.
-The AI always visits Corpses rather than Gardens of Revelation or Star Axes.
-When presented a Garden of Revelation and a Star Axis, the AI always visits the object that's on its left side rather than the object that's on its right side.
-The AI always visits Gardens of Revelation or Star Axes rather than a Hut of the Magi.
There are still a lot of comparisons to test in order to make this list exhaustive.
This is useful information for mapmakers who want to predict exactly the behavior of a given champion.