NOTE:It's not that game developers don't know how to code really efficient or smart AIs. They intentionally limit AIs for many reasons: budget, performance, time, user experience... For example, a computer-controlled enemy that is very efficient and anticipates all your moves is relatively easy to code but can be unbeatable and feel unfair and frustrating to play against.
NOTE:Unlike the other two patterns, FSMs are not only used for AI but also for player characters and other game systems. They're a way to break down complex systems into manageable pieces. You can learn more here:
Finite State Machine.