Heres some thoughts...
I think you need to first establish what the AI is going to be used for as Ai comes in all flavours.
Ai enemy_soldier is the commonest so its easy to assume thats it in this case but is it in the case of the AI.
Having sorted that, you might want to look at what type of 'cue'sytem to implement for variouse way point functions or random breaking and over what distance in entirety the NPC needs to cover.
A top down view is good for this.
Knowing its a hunter/seeker AI and it needs to find player, from where would this begin?
Then arrange your action nodes to form the outline of the path and ready them for thier functions, whatever they may be ( example, generate rockslide so AI avoids and resume, tell AI to stop and look around, fix a path then proceed, here is an angle over the slip limit, assume climb pose and so on....)
Then work out all posible scenarios for encounters, visual hunt the player actions (if player spies on AI)crawl under, climb over, go around etc to finally get a clue on how to create the architechture for the AI to function in.
Im not saying thats how to do it, Im just suggesting as the topic calls for
