The original Glest engine has two AI levels: CPU and CPU Ultra (better than the former)
Titi added two more AI levels: CPU Easy (easier than normal CPU) and CPU Mega (better than CPU Ultra). These are included in Titi/Softcoder's MegaGlest engine (a fork from the original Glest, started in the begining of this year).
The Glest Advanced Engine (GAE) has been around for much much longer, some two years I think and its main developpers currently (I think) are Silnarm and Yggdrasil.
The changes to the engine are much more extensive and intensive than in MG. GAE added tons of new features and had to teach the AI to use them too... Naturally, in some cases, even if the player is human, certains actions and features though triggered by humans need a good deal of AI contribution too. One example would be the
path finding which is being worked on GAE for the long run: currently, hierarchical A* is implemented, further A* is on the roadmap. Vanilla Glest and (I think) MegaGlestare using the original "Greedy first best" pathfinding algorithm.
The following sentence may be coming out of my *ss so...
I believe the GAE team will have deeper knowledge on modding the AI.
But either/both MG and GAE developpers are the ones you want to talk to.
Pullo has been doing his own engine but for his own very specific needs (his mod is not a "human-sized" one, but a microscopic one
). I don't know if he released his code yet. Check his thread on this very board for details.
EDIT: Both GAE and MG have their own sub-forums on this forum. Check them out.