Activision has been thinking of ways of how to improve AI within their games with the end goal to make NPCs as close to human actions. One of the newer patents on this technology outlines how the information for these NPCs is generated.
“In one implementation, a game profile may be generated for a gameplay session based on gameplay information. […] Player information may describe various characteristics of a player, which may be used to assess whether the player will enjoy a given gameplay session, a match, and/or a game. For example, player information may comprise a variety of player attributes including, without limitation, screen name (or gamer tag), style of gameplay (e.g., aggressive), a role preference (e.g., an explicit indication by the player of such preference), a role actually played, a duration of gameplay sessions, a number of gameplay sessions played by in a given login session, in-game items used or purchased by the player, membership in a clan or team, preference to play with clan mates or friends, demographic information of the player (e.g., geographic location, gender, income level, etc.), win/loss records, scores, and/or other information that may be used to determine whether a player will enjoy a given gameplay session, a match, and/or a game.”
In the simplest of terms, Activision will be able to use player information to recreate that in other peoples games, like copying a preferred loadout, playstyle, and/or map preference, and in-game behaviours, and play session patterns.