Thanks Courageous. I really appreciate your Last post.

I mean it.
I think I didn't use the right expression, when I said 'cheating AI'. I should have clarified it much better. I was referring the AI that uses that cheating extensively in order to cover up bad design behind it. Most of the games I have seen (if not all) use some sort of cheating AI, and I don't find them to have bad AI. Just like you said, it is smart way to cover up for the advantages that human player has in comparison to the computer.
Now I see why you misunderstood me and I have to apologize, because it probably sounded like an insult to you. I just didn't expected it to be misinterpeded in such way, but I guess we all learn from our mistakes.
I do have some questions for you regarding the subject:
1) What methods are used to determine AI behavior in certain situations other than scripting?
2) I know that in chess AI uses its ability to process huge amount of information to decide its next move (the decision is based on points), so in that way it makes up for luck of human thinking ability (experience been one of them). I would like to know if that method used in chess programs only, or some designers use it for their projects too?
Again, thanks for that Last post.