Well, AI is all over the place, really.
We have some fairly basic "dumb" AI in the Miniion/MasterOfOreon system along with gelatinous cubes in the legacy system. Those were just hard coded to do simple things in sequence. Newer we have a nice behavior tree system you've probably come across if you've already been reading up on things
The BT system is a GSOC item on its own and allows for much smarter AI that can be customized in-game. Currently that runs the deer's "stray" behavior in WildAnimals and lets the Light & Shadow creatures follow some basic commands. Expansion to better pathing and aggressive combat is on the list there and should be doable. Primarily we just want to make various behavior nodes available and let module authors put AI to work in different types of content.
Light & Shadow is envisioned as a simple tower-defense style gameplay just to get something basic working and playable. The creatures would be coded to by default assault the other side's castle/town, and players could interact with that to some degree.
Even simpler than that would be making more animals with prey/hunter mechanics, and more advanced would include autonomous societies where the NPCs find jobs as needed to better the overall collective. Or Dwarf Fortress style "creature care-taking" where you as a player guide an otherwise autonomous society.
So yeah, the goal with AI is multi-faceted to say the least ...
For its relevance to the combat system you'd probably want to stay super simple, maybe not even using the BT system yet (in particular as it is likely to change a lot over the coming months). You really just need enough to make a creature engage in combat if a player gets within a certain range or triggers it otherwise like pelting a distant hostile mob with arrows. We just need enough AI to demo the system.