The current state of AI is that it ignored starting conditions and win condition. E.g. we have "basic buildings" concept and if we want to adjust to different starting condition first thing we would need is specific basic buildings for each condition. This is 80% of success.
Also different win conditions - this is for further discussion.
My opinion until we have good playing "general conditions AI" it is too soon to bother with wind conditions and so on...
AI makes thousands (or at least hundreds) decisions during gameplay and I see no way how every single could be real-time scored and evaluated as good or bad. What we can do is only some "general evaluation", without analyzing what decisions helped or hurt that final result. If you have an idea how to evaluate decisions like: "in 1:23:45 we attacked building at 12x23 with 8 soldiers", or "in 0:12:34 we built ranger on 98x67" just say your opinion.
BTW what is the game you have experiences with?
I did not mean real time scoring of every decision, rather at the end of a game the AI scores its dna file with bonus/malus scores depending on whether it won a game, or its position in the score list, if it had partially got towards the win condition, if it got stuck and did not grow during the game etc.
I cannot coment on the projects I am working on due to NDA's, apart from Quest which in pre alpha sandbox stage and currently not public.