To quote Brian Reynolds (GDC 2004), "rand(1..3) is a perfectly valid starting AI". Obviously it can get tons more complicated than that. Theoretically, however, all AI tends to boil down to looking at the world state and applying rules to it. Most of the differences in AI architectures is the organization of how you process those rules.
I would hope the description of (real) AI would include having the program do observations and write its own rules (adapt/learn).
Temporlal and Uncertainty aspects could come under 'looking at the world' -- as would cognizance (interpretting the world).
But I dont think 'applying rules to it' really covers that important AI feature of learning (building the logic the decisions are based on).
Even if its forced to build rules offline (because of the cost of doing that process) and even being guided significantly by a human-being at points.
Few of the things we see are really AI (in games) - mostly its just hand crafted rote logic and AI-useful tools.