"State machines with memory" are hardly a high-tech feature requiring the latest hardware.Boolean logic is simply not enough here, a state machine with a far more refined language is required, also a notion of time and with certain amount of memory.
Oolite's C&P system [1,2] had that sort of thing added to it over a decade ago to allow the reaction of all sorts of ships to the player be far more fine-grained than "are they locally Clean in this system" - a pirate might run because you've built up a rep as a feared bounty hunter, or they might have heard of you as a trader and move to intercept, and different pirates might have heard different rumours. A cop seeing you in a fight with another Clean ship will compare your reputations before deciding whose fault the fight was and allocating bounties accordingly. Keep a low profile, and you might sneak past that mission assassin because they were expecting someone else. The higher your Pilot ranking gets, the more your fame and infamy spreads - but you can always move on to a new cluster of stars to try to outrun it.
(This all runs, like the rest of Oolite if you don't turn the graphics settings up too high, perfectly happily on a computer which can't even start ED Legacy)
What specific benefit are you seeing from having a super-complicated buzzword-heavy solution requiring cutting edge hardware that you can't get with something like that?
[1] It's been years since I last played and I can't now find a page in the documentation which actually describes the whole thing at once. But essentially it's just one short file defining a set of roles a player or NPC could have, a bunch of events elsewhere in the game which adjust the weightings of which roles apply to the player, and a bunch of ship behaviours which say "if you think your target has role X, do this".
[2] I'm not saying ED should go down this specific route. Oolite's crime detection and response system is very different in other respects.