Eurisko received a lot of guidance; in some accounts, Lenat gives himself 60% credit.
I would say that Eurisko and the Berkeley group worked on different problems: strategy and tactics, roughly. Lenat played the fleet Eurisko designed, never having played before. That suggests that he didn't think tactics mattered in Traveller. It is not clear whether this belief lead him to the project or whether Eurisko discovered this in training. Eurisko had to have some opinion on tactics, since it simulated games.
It is not clear that Eurisko did well anything more than apply the heuristic "look for extremes." It tried looking for interior local maxima, but we don't know how well it, since it rejected them. The second win seems like evidence that Eurisko knew something general about the game, since it used 100x less computer time to assess the adjusted rules. But some accounts make it sound like it reused the same strategy and the rules just weren't adjusted well to eliminate its strategy.
Ars Technica has an article about A Starcraft AI competition.. While this is clearly narrow AI there are some details which may interest people at LW. The article is about the best performing AI, the "Berkeley Overmind." (The AI in question only played as Zerg, one of the three possible sides in Starcraft. In fact, it seems that the AIs in general were all specialized for a single one of the three sides. While human players are often much better at one specific side, they are not nearly this specialized).
Highlights from the article:
Note, that using the interface that humans need to use was not one of the restrictions. This was an advantage that the Berkeley group used to full effect, as did other AIs in the comptetion.
The programmers then used a series of potential fields to control what the mutalisks did, with different entities and events creating different potential fields. A major issue became how to weigh these fields:
The article unfortunately doesn't go into great detail about the exact learning mechanism. Note however that this implies that the Overmind should be able to learn how to respond to other unit types.
There are other details in the article that are also interesting. For example, they replaced the standard path tracing algorithm that units do automatically with their own algorithms.
The final form of the AI can play well against very skilled human players, but it isn't at the top of the game. Note also that the Overmind is designed for one-on-one games. It should be interesting to see how this AI and similar AIs improve over the next few years. I'd be very curious how an AIXI would do in this sort of situation.