diff --git a/game/engines/default/engine/interface/ActorAI.lua b/game/engines/default/engine/interface/ActorAI.lua
index d8437583625052cfda1423ec51feb119d19462c3..c45c2e23a2af6a8691750a822a6c09f2152a5c8a 100644
--- a/game/engines/default/engine/interface/ActorAI.lua
+++ b/game/engines/default/engine/interface/ActorAI.lua
@@ -152,6 +152,8 @@ function _M:setTarget(target, last_seen)
 	end
 end
 
+_M.AI_SEEN_CACHE_DELAY = 10 * 100
+
 --- Returns the seen coords of the target
 -- This will usually return the exact coords, but if the target is only partially visible (or not at all)
 -- it will return estimates, to throw the AI a bit off (up to 10 tiles error)
@@ -166,11 +168,11 @@ function _M:aiSeeTargetPos(target)
 
 	-- Guess Cache turn to update position guess (so it's consistent during a turn)
 	-- Start at -1000 to make sure ti gets run the first time.
-	LSeen.GCache_turn = LSeen.GCache_turn or game.turn - 1000
+	LSeen.GCache_turn = LSeen.GCache_turn or game.turn - self.AI_SEEN_CACHE_DELAY
 
 	-- Guess Cache known turn for spread calculation (self.ai_state.target_last_seen.turn
 	-- can't be used because it's needed by FOV code)
-	LSeen.GCknown_turn = LSeen.GCknown_turn or game.turn - 1000
+	LSeen.GCknown_turn = LSeen.GCknown_turn or game.turn - self.AI_SEEN_CACHE_DELAY
 
 	-- Check if target is currently seen
 	local see, chance = self:canSee(target)