Winning such a tournament meant you can write efficient C++ code (so you can search more states during the allocated turn) and you can invent/feature-engineer good heuristics that estimate how close is a board state to winning the game.
I don't remember what heuristics was used, I don't even remember the rules :)
But I've uploaded the source to github a few years ago:
Thanks! I think these days the idea is to replace hand-crafted heuristics with (deep) reinforcement learning. But adversarial search by minimax and friends is still the core of AI players, far as I can tell.
When and where was that? More details please? :)