This is a good case where human-like AI can be a disadvantage. I've improved the AI in my ionAXXIA. Initially I was looking at dumb AI like an arena shooter, but felt the original 1 on 1 premise of Star Control was necessary to require specific ship designs. As I was working on AI, and thinking through how a ship could determine when it's best to coast backwards and shoot the other way, I realised that I was pushing the AI towards stalemate. It'd end up a war of attrition with mistakes resulting in defeat, such as a rogue asteroid hit here or a slightly over-enthusiastic turn there.Ie. No really enjoyed playing Star Control 2 on the hardest difficulty. F the Sylandrome
So I'm limiting how far I'm going with AI for now. It needs to be varied enough for varied gameplay, but ultimately very defeatable so players can kill dozens of ships. Looking at solo games, it seems it's the sense of success and power that many gamers want. There's been times when coop gaming with friends I've pushed for a real challenge (CON level 1 chars at hardest difficulty) and they get bored and frustrated with the long combats and prefer easy button mashing.
There's obviously scope for smarter challenges as shown in the Souls games et al, but I reiterate that most game are going to be more fun for most gamers with rather dumb AI for the reasons Esrever states.
On the subject of how to get smarter intelligence though, the obvious route these days would be machine learning. Send huge amounts of gameplay data from real human players to The Cloud and have it churn out strategies that can be folded into a simulation. I've no idea how that would be implemented though!