Quote: "Thats fine but has anyone actually done this yet?"
Maybe, maybe not... keep in mind that AI is respected as one of the hardest, if not the hardest part of game design. LE has been out for about a year, not many indie projects (in any language) get finished/to the level of adding AI and so on. Couple that all together and you get the picture; it will happen at some point, it is just the case that nobody has got to that level of completition with a game yet, and that isn't a leadwerks thing, I'm betting there weren't too many DB games with high standard enemy AI in DBC's first year of use
Quote: "Leadwerks doesn't appear to have an enemy AI library."
Leadwerks is primarily for managing the entities/physics/rendering pipeline of a game. Conversely AI is much more based upon conditions and logic, and therefore you could already write AI in any language. There are probably a load of AI libraries that have already been made (idk though) around, and that is why leadwerks doesn't have to focus so strongly on the AI.
e.g. instead of using a LE library with pathfinding in, all you need to do is find a pre-made library/source code with the A* algorithm in, and implement that in with the object code for leadwerks, to get it working. Likewise, Finite State Machines can be done with a load of condition statements flexibly.
Quote: "I thought the user community would have shared some basic AI scrips to get people up and running by now "
That would be quite nice, or an AI resource thread which links to starter materials; for beginning programmers that would be nice.
Good luck with finding a game engine