RTS is a bit of a special case because a lot of the skill involved is micromanagement and software is MUCH better at micromanagement than humans.
I don't expect to see highly sophisticated AI in games (at least adversarial, battle-it-out games) because there is no point. Games have to be fun which means that the goal of the AI is to gracefully lose to the human player after making him exert some effort.
You might be interested in Angband Borg.
RTS is special because it's realtime. An AI that's only 'good enough' in terms of strategy or tactics could still win by being far better at parallelizing and reaction speed. The bigger the game world, the more this is true.
Human Starcraft players need to have a basic skill of taking hundreds of actions per minute before they can bring their superior strategy or tactics into play.
So chess and Go are both games of perfect information. How important is it for the next game that DeepMind is trained on to be a game of perfect information?
How would the AI perform on generalized versions of both chess and Go? What about games like poker and Magic the Gathering?
How realistic do you think it's possible to train DeepMind on games of perfect information (full-map-reveal) against top-ranked players on games like Starcraft, AOE2, Civ, Sins of a Solar Empire, Command and Conquer, and Total War, for example? (in all possible map settings, including ones people don't frequently play at - e.g. start at "high resource" levels). How important is it for the AI to have a diverse set/library of user-created replays to test itself against, for example?
I'm also thinking... Shitty AI has always held back both RTS and TBS games.. Is it possible that we're only a few years away from non-shitty AI in all RTS and TBS games? Or is the AI in many of these games too hard-coded in to actually matter? (e.g. I know some people who develop AI for AOE2, and there are issues with AI behavior in the game being hard-coded in - e.g. villagers deleting the building they're building if you simply attack them).