The ACM Chapter that I preside over at Missouri S&T (Formerly the University of Missouri - Rolla) has been writing simple RTS games with AI APIs for the last two semesters. We're currently working on a third game to add to our repertoire.
We host a tournament at the end of each semester and invite anyone that will come - the main site is at
http://acm.mst.edu/~mstai. The API is easy enough to get a handle on that a C++ novice could pick it up and do something with it within a few hours.
Competitors are given 24 hours to write their AI, then we pit them against each other. Generally speaking, for the RTS style games we have written, AIs that act on an individual unit level only perform the best (both in execution time and scoring). This is probably due to the 24 hour time limit imposed, but it does show that even simple/greedy algorithms can perform well in game AI situations.
I believe the winning team of our first tournament had an algorithm that went like this:
for each unit:
doBestActionForUnit(unit)