AI has become more complex, but not neccesarily smarter.
In a game like Oblivion a lot of characters would have their daily routines. They would abandon it when in fear of their lives and later return to it.
In Tropico 3 every citizen on the island has its own 'sims' needs. You want to build a building but your workers are too busy getting their needs satisfied. Sleeping, eating, entertainment, religion and such. You don't notice it as much until you start following them around.
Path finding has had to keep up with the increasingly complex geometry of levels. Which still fails now and then with characters getting stuck.
Apart from the pathfinding it still is mainly simple rule based AI. You can program the rules yourself in Dragon age or FF12. The game AI is not much more complex then that. There are group tactics but those are all rule based as well, whether its an rts or fps. There is no intelligent problem solving. There's also no need for that from the AI in current games. Characters are always responding to you or following a set routine.
The rules can still be improved a lot, there is no excuse for oncomming traffic in TDU2 to turn left into your or other AI cars, yet they know how to dodge when you're in the oncomming lane. Need for speed hot pursuit does it a lot better, the 1 on 1 catch the car races almost feel like you're trying to catch a human opponent with well timed use of power ups and turning around trying to confuse you.
You don't want the AI too smart either. Otherwise the enemies in Crysis 2 would all pick a good spot to snipe a doorway together, or hide behind the door with a shotgun while his buddies throw a grenade inside. You don't want the same KD ratio in single player as in online, or would you?
A big advancement will be when characters can understand you instead of picking out pre-scripted responses in adventure games and rpgs. One of the last games that tried this was Starship Titanic, where you type in questions in natural language and the game would give a sensible response fairly often. After that typing went out of fashion, so now we're still waiting for speech recognition to work reliably first. Then game developers can continue with natural language processing, natural language responses and speech synthesizers and hopefully we'll be able to have an intelligent conversation with characters in the next generation or two.
Another big advancement would be the game recognizing your emotional state and adjusting the game according to what your preferences. Recognizing whether you are bored or frustrated, want to relax or sit on the edge of your seat and be able to adjust the action on screen accordingly would be a lot better then the 1 size fits all we are used to now. (apart from the few difficulty levels)
Adjusting the narrative based on the player's action would be great as well. A city like GTA4 or area like Oblivion are great places to experiment with dynamically generated stories. They probably won't be as interesting at first as pre-cooked stories, but they should make more sense then certain twists and turns do in DA2 trying to get the different paths on the same track again.
Anyway I have high hopes for when speech recognition becomes reliable at relatively low processing costs.