Imagine being given a problem such as "add any two given integers but do not use math operators".
A person without anything but if/then/else knowledge would proceed to try to write
if (a==1 && b==2) c==3
and repeat it for every variation until they gave up.Someone with more core experience and coding instinct would immediately recognize there must be away to set patterns for 0-9 and then analyze each decimal place, apply a matrix, or a number of other approaches.
I write AI perception systems for "realtime simulations", and you are exactly correct.
while on the surface it may seem like "if/else" will give you the solution you need, the sheer number of permutations will make it infeasable.
That said, there are "known solutions" and some novel solutions to this problem too. Perhaps if/else is really what this person needs, but there are other potentially better solutions documented.
Do you have any material one can read to learn more about this?
Custom (non-physics) solutions involve declarative sets of constraints being solved by some sort of engine; such solutions often start to resemble physics engines even if the physical rules even if the constraints are not exactly physical.
Learning how to use a physics engine, first, then how those physics engines work, is a good start to understanding these kinds of problems.
Edit: I'm really surprised the stackexchange answers don't mention this.
There are C#, Flash, Java versions if you aren't into C++. Lots of documentation on the web, but the getting started guide is good enough.
AI is often cast as constraint solving, and a physics engine is basically a constraint solver. Of course, for real the AI engine runs next to the physics engine. Ah! I should have mentioned Rodney Brooks' work:
http://en.wikipedia.org/wiki/Subsumption_architecture
where you model intelligence as a bunch of simple prioritized reflex-like behaviors. Now, on each step, you have each "entity" execute their reflexes according to the current environment, where some reflexes act to disable others. The reflexes are incredibly simple, you probably couldn't even express A* path finding, but you could have the act as ants following a diffusely scented trail. Also see his paper "Elephant's Don't Play Chess."
It may not necessarily be realistic but then most players won't be familiar with cow movements.
For example a video game consists of millions of possibilities/results in movement based on environment - it's not approached as a collection of thousands of if/then/else statements.
In fact the movement of cows seems very much like video game coding, it needs a "cow engine".