The following info on the Falcon AF Artificial Intelligence is, well, let's just say it is more than just speculation
The AI has improvements in how it targets aircraft and vehicles according to distance and threat. In an A-A situation, the AI aircraft will try to determine the threat by aircraft type, and, from that, the type of weapons it might be carrying. Tactics will vary according to distance, rather than at a particular range. The number of aircraft and available missiles is also taken into account. The AI is also a lot less likely to get distracted by other enemy units in the area. “Target of Opportunity” has been restricted to fewer mission types, such as Sweep and BARCAP.
The use of radar on board an AI aircraft is also improved. If they can, they will use Range While Scan and Track While Scan where the conditions require. If they’re launching a Semi-Active Radar Homing missile (SARH), which requires a constant radar lock from the launching aircraft to reach the target, the AI will wait to the last moment before switching to Single Target Track (STT), in order to avoid causing an alert to be sounded in the targeted aircraft’s cockpit. But they won’t switch to STT at the last minute if the AI determines that the target aircraft type isn’t capable of carrying a Radar Warning Receiver.
The ground units now react to the dynamic circumstances in which they find themselves in. For example, they will now go defensive and spread out of formation once a bomb attack is underway. This tactic reduces the losses the unit might suffer. The human player may successfully get one pass, but after that the ground units will separate. As a consequence, bombing runs are much more challenging. SAM units can also successfully employ ambush tactics against airplanes. Ground artilleries now better support ground units, giving them assistance when required.
Line of sight or terrain masking has been fixed in Falcon 4.0: Allied Force. The original code impaired units’ ability to see each other or they could see each other while, in reality, they were blocked by terrain. Because the terrain is relatively flat in Korea, it was hard to pinpoint the problem but over Balkan and its mountains, the problem was far more evident.
A lot of work has improved the way the AI attack ground targets. The AI will jink and go defensive depending on the concentration of AAA fire. They will also manoeuvre to spoof the AAA but also attempt to drop weapons as per the mission goal. But, if the AAA is excessive, making it too dangerous to go in, the AI may abort to avoid being shot down. This is closer to the tactics of a human pilot. The AI will also vary altitude when flying through AAA to throw off AAA operators.
Hope that little lot whets your appetite, I will continue to keep my ear toi the ground for more tidbits of info.