Codewiz... for the most part, you're right. But when you're dealing strictly with gaming AIs, like the enemy AI in an RTS or FPS, then it's a little different. You don't really need the hardcore AI theory from the books, although reading some books will no doubt help.
I've been considering gaming AI as of late as well, but haven't had a chance to look into it. I don't think toolkits could really be generic enough to work well, but maybe if there's a toolkit already available for a game close to what you'd like to create, you wouldn't have a problem.
As for languages... for real AIs, there are particular languages that are favored. Some people say Prolog is very good for AI, some say it's terrible... but there are definately certain languages that are used more than others for AI. For gaming AI, you could probably get away with any language, although there might be a language that would let you do things a little easier, the overhead of interfacing with that language from your game might it not worthwhile.