Any thoughts on the following would be kindly welcomed.
Working on the AI for a top-down stealth outing. I'm looking at a pattern of behaviour for a resident of a house who - on "hearing" something moves to that location. What I have in mind is an enemy AI - who being in proximity to the player, moves slowly / cautiously to the point in 2D space where the player came within a particular proximity to them - say 100 pixels. Moving cautiously should give the player time to evade. Once the enemy reaches the point where the proximity routine is tripped / noise is heard - they'll wander about, look around, and if the player is not in line of sight - they'll resume their duties.
Problem is working out how to get to that point in space - so they can wander about / look around as opposed to acquire the player and chase.