Certainly not automatically, no, but it would fit into the plan to include that into the final stage of this version's AI development. That kind of AI work is already looming and would be easier to have this kind of thing in place BEFORE arranging those AIs rather than after.
I do admit though it would be rather interesting trying to consider how the AI could and should adapt in a generic fashion. However, one new AI type planned could almost take care of the majority of the defensive or reactive need already with little to no adjustment to the concept - a unit AI for the AI to check off that its primary stacks and cities have attempted to specialize a unit or more to make itself capable of expanding its visibility of each given type of invisibility. This will work for the core as well so that the AI will, for example, want a dog in each city with as enhanced visibility as it can achieve, as well as having a dog along with any major stack effort fulfilling the same role. With this AI in place, the defensive AI for traps would work right in since traps would be placed under unique invisibility types and thus if the AI can build a unit to see that kind of invisibility, it will do so and try to staff one in each city and major stack effort. So it would automatically be reacting to the need as the XML is added for new traps. With traps in play, a little adjustment to that particular AI's valuing of some trap specific (like clearing or moving values) xml tags would get more value for 'vision' AIs so it would assume that those units intended to find traps are also those that would be best at undoing them. If we follow that line of thinking in general then with design, the AI should adapt quite nicely.
Offensively... might take a new AI type entirely or some adaptation for the types that would generally be intended to make use of setting traps. Perhaps some traps themselves would need differing AItypes, not to establish new AI routines, but to give them something to define their 'use'. For example, a 'military trap' might include a land mine or naval mine and may be best to place along likely paths to valuable military targets (cities) or around forts. But a 'hunting trap' might be best to place where spawn points are located, or just outside them. There could be other types of course and we'd think of how to give the AI consideration on when and where to place them by each type on the trap unit itself.
@DH: how GOOD is the AI in regards to this?
Also: What would you prioritize? Realistic Culture Tags or Mines?