Designing AI for procedural generation can be greatly improved by learning from games that have done it well. For example, Spelunky is a roguelike platformer that uses procedural generation to create random levels with traps, enemies, and secrets. The AI of the enemies is simple but effective, such as bats that fly towards the player, spiders that drop from the ceiling, and shopkeepers that chase and shoot the player if they steal or damage their goods. In Left 4 Dead, a cooperative shooter, the zombies have different types and behaviors, such as common infected that swarm the player, special infected that have unique abilities, and the witch that attacks the player if they disturb her. There is also an AI director that adjusts the spawn and intensity of the zombies based on the player's actions and the level's layout. Lastly, No Man's Sky is an exploration game that uses procedural generation to create a vast universe with planets, creatures, and resources. The creatures have varied and realistic AI that reflects their appearance, habitat, and personality. Additionally, there is an AI system that generates quests and events based on the player's location and progress.