I fully support Frogboy's focus on singleplayer. But isn't the ultimate singleplayer experience where your computer opponent seems human? So why the different singleplayer vs. MP? Both should be as close as possible, to improve immersion.
Not necessarily (and there's no real right answer). You can build AI to be fun and play a role or you can build it to be challenging and play a game. One review of GTA4 noted that MP was actually -less- fun for them because people were -more- predictable than the AI. People wouldn't normally try to fight on a swinging scaffolding... but the AI would. This isn't necessarily a binary choice either but favoring one side or another tends to suggest different approaches to problems because people tend to have a lot of... quirks and misperceptions.
For instance, you are a supremely lawful and altruistic faction. Your game-long ally is close to victory; closer than you are. However, the nature of their victory is not a cooperative one - them winning means you lose as opposed to possibility of you also winning.
A player is pretty much going to say "Screw you! I'm going to mess with you so that you can't win and I will".
An AI built to play a role will do nothing. They like you, they're good, they're not suppose to backstab, they should be happy that peace occurs, etc etc etc.
An AI built to play as a player would... will attack you with more or less the same rational as a player would.
The problem with DC is you shouldn't be able to "force" a player to keep a treaty using game rules. However, if a player's kingdom breaks a treaty, it should hurt their citizens' morale, trust, honor, etc., and make it less likely to want to do something diplomatically-related again. Negotiations, etc. are what we're talking about.
Agreed, at any rate, that you shouldn't really be able to 'force' a player or AI to do something... unless it's in a series of small steps. Forcing them to go to war or give up all their money, that's bad. But some games use the idea of forcing an action very well however, they ensure that forcing this is not a win-win for the initiator and lose-lose for the target.