There are two ways to play this card.
Way One is the safe way. You set your board up so you have an extra click on the turn you plan to score an agenda: maybe you install-advance-advance a 4/2, for example. If it survives the night, then next turn you play Clones Are Not People, advance-advance and score, If you do this, you're spending a card, a click, and 3 to get yourself an agenda point. This is pretty reasonable, but probably not worth 3 influence out-of-faction.
Way Two is the Jinteki way. This is where you play CANP, and threaten to score next turn. The ideal play would be: click one CANP, clicks two and three Mushin No Shin.
This is a terrifying move. Mushin No Shin is already a scary card, since it threatens a Junebug flatline or Cerebral Overwriter, weighed against the possibility of them scoring The Future Perfect.
Most runners, when presented with that dilemma, will not run that card unless the corp is already at 4 points and threatening a win. You can always come back from an agenda deficit, but you can't come back from flatline,
But when you raise the stakes with CANP, you are asking them: are you willing to give away FOUR points? Four is a lot more than three. Here, I expect most runners would take the risk and go for it.
Of course, raising the stakes means you have more to lose. If you WERE trying to score an agenda, and the runner snags it, not only do you lose the agenda, but CANP dies as well.
But if you feel like wagering the outcome of an entire game on a single decision, Clones Are Not People + Mushin No Shin is a fun way to go.