its called **** programmingNo it is not.
Over the last decade or so, AI has taken up more and more CPU power, and it is clearly a case of diminishing returns. The fairly simplistic games 10 years ago used about 1% of the CPU power, while a game like BF1942 has a slider that makes you able to go over 25%. That is a huge increase, and if you figure the vast gains in CPU into the equation, the increase of CPU power to AI gets mindboggling. And most games still have a lot of strange AI pathing, navigation and behaviour, or an eery artificial feel to it because essentially you as the player and the AI, are play two totally different games.
I would recommend that you take a look at some attempts to make AI navigate, either in RL or in a game enviroment (like the hundreds of bots that have been made for Q2, or Q2-engine based games like CS, by 3rd party programmers), and you find out how hard it actually is to do. Or just take a look at the huge 1st corner pile ups that the EA F1 series generates. The reason that games like GPL or Need for speed can do it right is because the physics that are imposed on the AI have very little to do with the physics that the player has to deal with.
In any case, if we are to discuss this further, I suggest that we take into a new thread, so we do not derail this one.
It's only after we've lost everything, that we are free to do anything.