Right. It's a small step for now, but helps establish some basic mechanisms that can be used for intelligent behaviors later.
A big concept this works towards is perceived threat vs. actual threat. By enabling individuals to move/act based on how much danger they "think" they're in, we can enable players (and creatures) the opportunity to "trick" them. This makes them intelligent enough to be exploited, and ideally that'll be reflected in their evolution patterns as well.