diff --git a/src/components/Combat.vue b/src/components/Combat.vue
index 1deadd0..f001662 100644
--- a/src/components/Combat.vue
+++ b/src/components/Combat.vue
@@ -210,7 +210,7 @@ export default class Combat extends Vue {
         }
       })
 
-      if (!(this.encounter.currentMove.ai instanceof NoAI)) {
+      if (!(this.encounter.currentMove.ai === null)) {
         if (this.encounter.currentMove.side === Side.Heroes) {
           this.executedLeft(this.encounter.currentMove.ai.decide(this.encounter.currentMove, this.encounter))
         } else {
diff --git a/src/components/Statblock.vue b/src/components/Statblock.vue
index 0d964bc..4d7c07d 100644
--- a/src/components/Statblock.vue
+++ b/src/components/Statblock.vue
@@ -60,9 +60,6 @@
       
       
       
-      
     
   
 
@@ -71,7 +68,6 @@
 import { Component, Prop, Vue, Watch, Emit } from 'vue-property-decorator'
 import { Creature } from '@/game/creature'
 import { POV } from '@/game/language'
-import { NoAI, RandomAI, VoreAI, AI } from '@/game/ai'
 import { Stats, Stat, StatIcons, StatDescs, Vigor, VigorIcons, VigorDescs, VoreStatDescs, VoreStatIcons, VisibleStatus } from '@/game/combat'
 import ContainerView from './ContainerView.vue'
 import tippy, { delegate, createSingleton } from 'tippy.js'
@@ -83,8 +79,7 @@ import 'tippy.js/dist/tippy.css'
   },
   data () {
     return {
-      POV: POV,
-      ais: [new NoAI(), new RandomAI(), new VoreAI()]
+      POV: POV
     }
   },
   methods: {
@@ -156,9 +151,6 @@ export default class Statblock extends Vue {
     createSingleton(tippyInstances, { delay: 500, touch: ["hold", 500] })
 
     this.statusChanged([])
-
-    const picker = this.$el.querySelector(".ai-picker") as HTMLSelectElement
-    picker.selectedIndex = this.$data.ais.findIndex((ai: AI) => ai.name === this.subject.ai.name)
   }
 }
 
diff --git a/src/game/ai.ts b/src/game/ai.ts
index 7012491..88dde55 100644
--- a/src/game/ai.ts
+++ b/src/game/ai.ts
@@ -6,18 +6,6 @@ import { NoPassDecider, NoReleaseDecider, ChanceDecider, ConsequenceDecider, Con
 import { SurrenderEffect } from './combat/effects'
 import { StatusConsequence, DamageConsequence } from './combat/consequences'
 
-export interface AI {
-  name: string;
-  decide (actor: Creature, encounter: Encounter): LogEntry;
-}
-
-export class NoAI implements AI {
-  name = "No AI"
-  decide (actor: Creature, encounter: Encounter): LogEntry {
-    throw new Error("This AI cannot be used.")
-  }
-}
-
 /**
  * A Decider determines how favorable an action is to perform.
  */
@@ -25,7 +13,7 @@ export interface Decider {
   decide: (encounter: Encounter, user: Creature, target: Creature, action: Action) => number;
 }
 
-export class DeciderAI implements AI {
+export class AI {
   constructor (public name: string, private deciders: Decider[]) {
 
   }
@@ -74,25 +62,10 @@ export class DeciderAI implements AI {
   }
 }
 
-/**
- * The RandomAI is **COMPLETELY** random. Good luck.
- */
-export class RandomAI implements AI {
-  name = "Random AI"
-  decide (actor: Creature, encounter: Encounter): LogEntry {
-    const actions = encounter.combatants.flatMap(enemy => actor.validActions(enemy).map(action => ({
-      target: enemy,
-      action: action
-    })))
-    const chosen = actions[Math.floor(Math.random() * actions.length)]
-    return chosen.action.try(actor, chosen.target)
-  }
-}
-
 /**
  * The VoreAI tries to eat opponents, but only if the odds are good enough
  */
-export class VoreAI extends DeciderAI {
+export class VoreAI extends AI {
   constructor () {
     super(
       "Vore AI",
diff --git a/src/game/creature.ts b/src/game/creature.ts
index f1a500b..381f98d 100644
--- a/src/game/creature.ts
+++ b/src/game/creature.ts
@@ -4,7 +4,7 @@ import { LogEntry, LogLines, LogLine } from './interface'
 import { VoreContainer, VoreType, Container } from './vore'
 import { Item, EquipmentSlot, Equipment, ItemKind, Currency } from './items'
 import { PassAction } from './combat/actions'
-import { AI, NoAI } from './ai'
+import { AI } from './ai'
 import { Mortal } from './entity'
 
 export class Creature extends Mortal {
@@ -34,7 +34,7 @@ export class Creature extends Mortal {
   side: Side;
   title = "Lv. 1 Creature";
   equipment: {[key in EquipmentSlot]?: Equipment } = {}
-  ai: AI = new NoAI()
+  ai: AI|null = null
 
   constructor (name: Noun, kind: Noun, pronouns: Pronoun, stats: Stats, public preyPrefs: Set, public predPrefs: Set, private baseMass: number) {
     super(name, kind, pronouns, stats)
diff --git a/src/game/creatures/werewolf.ts b/src/game/creatures/werewolf.ts
index 0db31c4..465cb2f 100644
--- a/src/game/creatures/werewolf.ts
+++ b/src/game/creatures/werewolf.ts
@@ -27,6 +27,7 @@ export class Werewolf extends Creature {
     )
 
     this.ai = new VoreAI()
+
     this.side = Side.Monsters
 
     const stomach = new Stomach(this, 2, new ConstantDamageFormula(new Damage(
diff --git a/src/game/maps/town.ts b/src/game/maps/town.ts
index d57384b..01df436 100644
--- a/src/game/maps/town.ts
+++ b/src/game/maps/town.ts
@@ -8,7 +8,7 @@ import { Creature } from '../creature'
 import { DevourAction } from '../combat/actions'
 import { SurrenderEffect } from '../combat/effects'
 import moment from 'moment'
-import { RandomAI, VoreAI } from '../ai'
+import { VoreAI } from '../ai'
 
 function makeParty (): Creature[] {
   const fighter = new Creatures.Human(new ProperNoun("Redgar"), MalePronouns, {
@@ -244,7 +244,7 @@ export const Town = (): Place => {
       (world, executor) => {
         const enemy = new Creatures.Human(new ProperNoun("Nerd"), TheyPronouns)
         enemy.side = Side.Monsters
-        enemy.ai = new RandomAI()
+        enemy.ai = new VoreAI()
         const encounter = new Encounter(
           {
             name: "Fight some nerd",