The AI agent finds a plan that builds the required buildings and saves enough money to beat the opponent. To do this, the game space is treated as a search graph, and I apply the Dijkstra algorithm to find the optimal path to a goal state.
You can watch the AI agent (the left player) execute a sample path against its opponent here (2D textures are turned off, so it may be hard to distinguish buildings).
The current implementation has no AI player, but if you feel like playing for both sides, it is fully functional.