> Imagine a game like Warcraft 3 where the units actually seem to have a personality and follow "their guts" in battles rather than following simple patterns like attacking the nearest enemy.
> Maybe I'm ignorant about the current state of the art and games already do that. Do you know examples?
It's a really tough trade-off between fun and realism. It's cool that your units have personality for a bit "Oh, look, those 2 dwarves are fleeing from the troll fight early!", but not fun once they disobey your intentions "That fucking troll has 3 hit points left. If my 2 dwarves didn't run away, it would be dead! Now it's destroying my base!"
One game I remember striking a good middle ground with this was the original Battle For Middle Earth. It changed animations, sounds and other aesthetic things based on AI, while the game remained the same mechanically. If your units ran up against a mountain troll, you would see the ones in front of it cowering and holding up shields, while units behind attack furiously, but every unit was really doing the same damage. Or if you left troops of Orcs just standing around too long, they'd break out into fights and kill other orcs, but the animation is done as a trick where as one orc model "dies", a new one spawns in the group. So you didn't really ever lose Orcs, even though there would be orc corpses strewn wherever you had been camping.
I think the main reason though is just that AI doesn't really sell. Graphics, physics and voice actors sell. You can blame a failure on AI, but very rarely is success attributed to good AI in a game.