Here's the newest update to my game (Skylock: Cyborga). This update has the first bit of AI, in the form of pathfinding.
From the main menu choose the button that reads "Test" to load a simple test level. From the game screen you can cycle through the current trooper by clicking on the "Next" button located in the bottom left of the screen. When you cycle to the next trooper it will determine his allowed destination hex's (highlighted with a light shadow).
If you click on a valid destination hex it will determine the quickest path and plot it (designated with red stars; pre-alpha place holder art). If you click again on one of his allowed destination hex's it will recalculate his path.
It is currently a "dumb" AI, in that if there was a person (or in the actual final game, a wall, barrell, etc.) it would just walk through them. Over the next few days I hope to upgrade the pathfinding to a smarter AI to generate walk-around paths when the quickest path is blocked.
Let me know what you think.