Why am I getting this error?

/Scripts/Soldier.cs(113,28): error CS1061: Type AI' does not contain a definition for suspition’ and no extension method suspition' of type AI’ could be found (are you missing a using directive or an assembly reference?)
I am trying to make a script where if I enter the enemy trigger their suspition raises. In order to do this I have to access a variable from the AI script from my soldier script. Here are the scripts.
/Scripts/Soldier.cs(113,28): error CS1061: Type AI' does not contain a definition for suspition’ and no extension method suspition' of type AI’ could be found (are you missing a using directive or an assembly reference?)

My soldier script below.
 

using UnityEngine;
using System.Collections;

public class Soldier : MonoBehaviour {
	private AI ai;
	public float suspitionSpeed;
	public float health;
	public float hitSpeed = 20.0f;
	public int score;
	public GUIText scoreText;
	public GUIText healthText;
	public GUIText dead;
	private bool canPickUpHealth;
	private bool isHit = false;
	private bool isShot = false;
	// Use this for initialization
	void Start () {
		SetHealthText();
		SetScoreText();
		dead.text = "";
		canPickUpHealth = false;
		score = 0;
		Time.timeScale = 1;
		ai = GetComponent<AI>();
	}
	
	// Update is called once per frame
	void Update () {
		if(health >= 100.0f)
		{
			health = 100.0f;
			SetHealthText();
		}
		if(health < 0.0f)
		{
			health = 0.0f;
			SetHealthText();
		}
		if(health <= 0.0f)
		{
			Time.timeScale = 0;
			dead.text = "YOU ARE DEAD";
			SetHealthText();
		}
		if(health == 100.0f)
		{
			canPickUpHealth = false;
		}
		else
		{
			canPickUpHealth = true;
		}
		if(isHit)
		{
			health -= Time.deltaTime * hitSpeed;
			health = Mathf.Round(health);
			SetHealthText();
		}
		else
		{
			isHit = false;
		}

		if(isShot)
		{
			hitSpeed = 25.0f;
			health -= Time.deltaTime * hitSpeed;
			health = Mathf.Round(health);
			SetHealthText();
		}
		else
		{
			isShot = false;
			hitSpeed = 20.0f;
		}

		if(Input.GetKeyDown (KeyCode.Space))
		{
			audio.Play();
		}

	}

	void OnTriggerEnter(Collider other)
	{
		if( other.gameObject.tag == "Health" && Input.GetKeyUp(KeyCode.E))
		{
          	if(canPickUpHealth)
			{
			  health = health + 15.0f;
			  other.gameObject.SetActive(false);
			  SetHealthText();
			}
		}
		if(other.gameObject.tag == "Enemy" && health > 0.0f)
		{
			isHit = true;
		}
		if(other.gameObject.tag == "Bullet" && health > 0.0f)
		{
			isShot = true;
			hitSpeed = 25.0f;
		}

		if(other.gameObject.tag == "PickUp")
		{
			other.gameObject.SetActive(false);
			score = score + 10;
			SetScoreText();
		}
		if(other.gameObject.tag == "Suspicion")
		{
			ai.suspition += Time.deltaTime * suspitionSpeed;
		}
	}

	void OnTriggerStay(Collider other)
	{
		//if(other.gameObject.tag == "Enemy")
		//{
		//	isHit = false;
		if( other.gameObject.tag == "Health" && Input.GetKeyUp(KeyCode.E))
		{
			if(canPickUpHealth)
			{
				health = health + 15.0f;
				other.gameObject.SetActive(false);
				SetHealthText();
				audio.Play();
			}
		}
	}

	void OnTriggerExit(Collider other)
	{
		if(other.gameObject.tag == "Enemy")
		{
			isHit = false;
		}
		if(other.gameObject.tag == "Bullet" && health > 0.0f)
		{
			isShot = false;
		}
	}

	void SetHealthText()
	{
		healthText.text = "Health: " + health.ToString();
		if(health <= 0.0f)
		{
			dead.text = "YOU ARE DEAD";
		}
	}
	void SetScoreText()
	{
		scoreText.text = "Score: " + score.ToString();
	}
	
}

Here is my AI script below.

using UnityEngine;
using System.Collections;

public class AI : MonoBehaviour {

	public float suspition;
	public int health = 100;
	public Transform target;
	public bool foundTarget = false;
	public int movespeed;
	public int rotateSpeed;
	private bool takeDamage = false;
	public Transform myTransform;



	// Use this for initialization
	void Start () {
		takeDamage = false;
		myTransform = transform;
		target = GameObject.FindWithTag("Player").transform;
		suspition = 0.0f;
	}
	
	// Update is called once per frame
	void Update () {

		if(takeDamage == true)
		{
			health -= 10;
		}
		if(health == 0)
		{
			gameObject.SetActive(false);
			takeDamage = false;
		}
          
		if(suspition == 100)
		{
			foundTarget = true;
		}
		else{
			foundTarget = false;
		}
		if(foundTarget && health > 0)
		{
	        transform.LookAt(target);
			myTransform.Translate(Vector3.forward * movespeed * Time.deltaTime);
		}


	
	}

	void OnTriggerEnter(Collider other)
	{
		if(other.gameObject.tag == "Bullet")
		{
			takeDamage = true;
		}

		if(other.gameObject.tag == "Player")
		{
			foundTarget = true;
		}
	}

	void OnTriggerStay(Collider other)
	{
		if(other.gameObject.tag == "Bullet")
		{
			takeDamage = true;
		}
	}

	void OnTriggerExit(Collider other)
	{
		if(other.gameObject.tag == "Bullet")
		{
			takeDamage = false;
		}
	}
}

In the solder script, you set AI via GetCompent which would be the Soldier’s AI. As I understand it, you want to access the AI on the Enemy. If that’s the case, in your OnTrigger you would do something like

if(other.gameObject.tag == "Enemy")
AI enemyAI = other.gameObject.GetComponent<AI>();
enemyAI.someVar = newValue;

You also might want to determine how you intend to spell Suspicion and be consistent about it.