| # | Problem | Description |
| 1 | Complex decision spaces | Most of the state-of-the-art computer games involve complex strategic (real-time strategy games) or believable behavior (interactive dramas). The two kinds of behaviors share the characteristic of obtaining huge decision spaces. |
| 2 | Authoring support | Hand crafted behaviors are ultimately software code in a complex programming language, at risk from human errors. |
| 3 | Unanticipated situations | It is certainly not feasible to prepare for all possible situations and player strategies which can came across during game play. |
| 4 | Knowledge engineering | Even assuming that strategies or behaviors are handcrafted, authoring these kinds of behavior sets in a game requires a huge human engineering effort. |
| 5 | Replay ability and variability | Player might get bored of seeing the same strategies and behaviors again and again. |
| 6 | Rhetorical objective | It is possible, that human engineered behaviors or strategies do not achieve the game objectives completely. |