I don't see the benefit of ChatGPT in this scenario. At a basic level though you could get something rudimentary up by combining an AI mod with a custom mod and mapgen:
- At the start of the game run some code to split the map into 3 parts (starting area, medium area, full map), and decide for each of these sections where the AI will be starting and where the players will be starting.
- Remove the AI's ACU and give it a single engineer instead
- Spawn in some random objective like 'capture target', 'destroy specified enemies', 'defend target', where you optionally spawn in some AI controlled PD around the target to be captured/destroyed
- Expand the map once the objective is met and this time spawn in a base for the AI along with an initial attack force; if it's the full map then the AI could get its ACU.
- Optionally periodically cheat in units or attack waves for the AI (e.g. transport drops)
However, even if someone did all this, the main challenge it would have would be providing a more interesting result vs what is already available through skirmish AI, AIX modifiers, survival maps, and survival wave mod, and/or handcrafted campaign missions. Meanwhile making it more interesting would require a lot more time and fine tuning.