AI and most cognitive-based algorithms don't lend themselves very well to traditional sequential programming. It's one area where quantum computers should be able to excel, if they can make themselves available at a fair market price.
For example, in a multiplayer FPS (i.e. COD4), consider someone who has died and respawned. In planning his foray back into combat, he takes into account (at least):
- where he last died
- whether enemy players are likely to be there
- how risky moving to that point will be
- whether anyone is in his line-of-sight
- whether he can hear combat, and in what general direction
- whether he can hear movement, and in what general direction
- what his objective is (capture a flag, hold a point, etc.)
- where strategic locations may be relative to his new location
He does all this in a matter of milliseconds within the context of how sparse/chaotic the combat has been, what the past few moments of combat have been like, and how experienced he believes the other players to be relative to himself.
To simulate these dynamics is to feed lots of values into a system that is constantly being fed and retaining other values, developing a contextual "opinion" of what the current situation is like. Making weighted, probabilistic decisions on values that are difficult to quantify (risk?) is something that quantum programmers would find difficult, let alone today's game developers.
A clever solution to this in today's world is to let the human be the intelligence and let the AI be a reflection of that intelligence. Start with a base AI that can be conveniently simple. Observe the quantifiable player interactions and slowly incorporate them into the developing AI. Is the player being very aggressive? Ramp up the likelihood of the AI to make the first move. Is the player shooting with incredible accuracy? Ramp up the AI accuracy (maybe minus a couple points).
Better players find the games more challenging. Newer players find the games fun.