All players use the same class, but there are some AI-specific fields. Specifically you're probably interested in the output of this part of Player serialization:
if ( this.Type == PlayerType.AI )
this.AddStateStringValues( Builder, startingLength, "06", this.AIDifficulty.RawValue,
(int)AIType, this.NextWaveSize.RawValue );
AIDifficulty is an FInt, which is just an Int64 (stored in the RawValue field) which has >> 12 ( / 4096) applied before any math is done with it. So diff 10 = 40960.
AIType is an enum, and it serializes the ordinal. The actual enums are listed in the disabledaitypes file (at least, those in existence at that time when it was created), but here's the full list :
public enum AIType
{
None=0,
Entrenched_Homeworlder, //planets all heavily defended, does moderate attacks on players
Vicious_Raider, //planets all moderately defended, does heavy attacks on players
Fortress_Baron, //planets mostly moderately defended, but the core planets are incredibly highly defended
Sledge_Hammer, //all guys are routed to one planet, then the next
Assassin, //planets all moderately defended, harasses the strongest player with prejudice
Bully, //planets all moderately defended, harasses the weakest player with prejudice
Turtle, //planets all very-to-incredibly heavily defended, but no attacks on players
Technologist_Homeworlder, //planets all heavily defended, does moderate attacks on players with higher technology
Technologist_Raider, //planets all moderately defended, does heavy attacks on players with higher technology
Mad_Bomber=10, //planets all lightly defended except core, does extremely heavy attacks on players
Feeding_Parasite, //uses parasite raids almost exclusively
Stealth_Master, //uses stealth raids almost exclusively
Special_Forces_Captain, //uses special forces in place of regular guard posts
Train_Master, //uses many, many astro trains
Teleporter_Turtle, //like the turtle, but specializing in teleporting ships
Counter_Spy, //uses the counterspy superweapon on every planet, making the player fight blind
Scorched_Earth, //destroys any planet it is knocked off of
Shadow_Master, //like the stealth master, but also has the Planetary Cloaker
Attritioner, //planets moderately defended except for Attrition Emitters, does heavy attacks on players
Backdoor_Hacker=20, //planets moderately defended, has a backdoor wormhole to each player's planet
Random_Easier,
Random_Moderate,
Random_Harder,
Random_All,
Mine_Enthusiast, //lots of mines around wormholes
The_Tank, //tanks, plus harder attacks
Random_Moderate_And_Easier,
Technologist_Parasite, //like feeding parasite, but higher tech
Technologist_Turtle, //like turtle, but higher tech
Technologist_Sledge_Hammer=30, //like sledge hammer, but higher tech
The_Core, //only uses core ships
Raid_Engine, //uses many raid engines (expansion 1)
Alarmist, //use many alarm posts (expansion 1)
Random_Harder_Non_Technologist,
Random_All_Non_Technologist,
Camouflager, //all mobile ships have camouflage (expansion 1)
Experimentalist, //uses all experimental ships (expansion 1)
StarfleetCommander, //uses only starships (expansion 1)
ZenithDescendant, //uses only zenith ships (expansion 1)
Golemite=40, //uses many golems (expansion 1)
SpeedRacer, //uses speed-enhancing ships all over (expansion 1)
Peacemaker, //uses anti-golem/starship/wearhead etc weapons (expansion 1)
RadarJammer, //uses radar jammers on all its planets (expansion 1)
OneWayDoormaster, //uses black hole machines on all its planets (expansion 1)
TagTeamer, //defensive AI whose guards don't use stay near their posts (expansion 1)
ShieldNinny, //planets all heavily defended, with planetary shield boosts or inhibits but no attacks on players (expansion 1)
GravDriller, //aggressive AI with many gravity drill stations (expansion 1)
NeinzulClusterBomber, // builds Neinzul Clusters on all of its planets (expansion 2)
NeinzulViralEnthusiast, // builds Neinzul Viral Clusters on all of its wormholes (expansion 2)
NeinzulNester, // builds Neinzul Nests on most of its planets (expansion 2)
NeinzulYoungster, // waves are all Neinzul Younglings, waves warning time / 2, planets lightly defended (expansion 2)
SupportCorps, // no waves, adds supporting units to ally waves, adds supporting units to own planets and ally planets (expansion 2)
WarpJumper, // no warp gates, can launch waves against any non-warp-jammed planet (expansion 2)
Vanilla, // expansion 3
Everything, // expansion 3
Retaliatory, // counter attack posts seeded lots (expansion 3)
Spireling, // starts will all spire bonus types unlocked (expansion 3)
CraftySpire, // seeds lots of various spirecraft (expansion 3)
Thief, // starts with and uses lots of etherjet tractors, spire tractor platforms, parasites (expansion 3)
ExtremeRaider, // Vicious Raider ++ (expansion 3)
SpireHammer, // Includes a Spire Capital Ship in every wave (expansion 3)
Length
}
Bear in mind that you won't see the random types in the serialization, but the actual type picked.
By the way, have you actually managed to attach a debugger to the unity version of AIW? With the .NET/SlimDX versions it was trivial, but there's only one way I know of to debug the current version and it involves the Unity Editor and is quite crash-prone.