Wouldn't it be nice if there was an artificial 'director' pulling those strings allowing the development team to feed the raw information items, goals, win/lose states safe in the knowledge this 'director' will make those elements play nice with each other in a logical way? Something which plays the role of a team of testers?
I'm not sure I understand what you mean or what you'd like to see, to be honest. When you develop, you start by defining the validation tests, and you make sure they pass, even after further modifications. You can only give this task to a human, it's too high-level.
First I thought you meant to use AI in the implementation, to allow for more complex environment or at least make sure the environment auto-regulates. Now you mention AI for the validation process? Or both? I'm a bit lost
If something is meant to auto-regulate, you have to validate it by throwing all possible external inputs. In the case of a game, that's the player actions, and we know that's the most unpredictable of all. Validating so many unpredictable inputs with a game that changes its rules based on the past sounds like a nightmare.
Those specific goals can conflict with each other snowballing in to the loaf apocalypse I mentioned earlier! That's always fun but would grind your game to a halt.
The same happens with AI, you need conflict resolution. Check for instance planning algorithms like Graphplan, they have heuristics to make their paths and reach a goal, and check that the sub-goals don't conflict with the final goal.
Mutual goals will often conflict by they nature, and that's even the base for games against adversaries. Your example with loaves makes me think of simcity-like games, it's resource management, do you mean to let the user manage that, or have a self-managing economy in the game? If the latter, you simply have to provide the resolution with simple economics equations, for example with offer/demand prices, or by increasing the production of loaves. It's more efficient than recreating the whole process of economics in an AI (I say again - users won't have the resources to run such a program in real-time anyway).
See that from a user experience point of view, too. What game are you talking about? Is it an RPG? If so, is there really any added value to put a big resource regulation loop in the game? The players are interested in a good story, they don't want to spend their time searching for a loaf so they wouldn't starve, it's too low-level to captivate their motivation.