Simple networked AI works if only one, but freaks out client-side if more than one

I've been banging my head against a wall for a few hours now, and cannot for the life of me figure out why this won't work.

I have a networked AI that works fine when there is only one, but when I add two, they freak out on the client side.

All the AI does is move around randomly, its a wandering script. I'm trying to do it authoritatively, so all the wandering code is only run on the server ( if (Network.isServer){ ). The AI object is a rigidbody, so I'm using a network view that is observing NetworkRigidbody, from the networking example on the Unity docs. However, I also tried RPC'ing the position/rotation updates to all clients in Update() on the AI script (the code in Update() to send the RPC if the position or rotation changed was also only run on the server).

Anyone have any ideas why this is not working?

@Prime, can you tell me how you got your AI enemy to detect you presense online?