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).
And yet, humans currently have the edge in Brood War. Humans are probably doomed once StarCraft AIs get AlphaGo-level decision-making, but flawless micro—even on top of flawless* macro—won't help you if you only have zealots when your opponent does a muta switch. (Zealots can only attack ground and mutalisks fly, so zealots can't attack mutalisks; mutalisks are also faster than zealots.)
*By flawless, I mean macro doesn't falter because of micro elsewhere; often, even at the highest levels, players won't build new units because they're too busy controlling a big engagement or heavily multitasking (dropping at one point, defending a poke elsewhere, etc). If you look at it broadly, making the correct units is part of macro, but that's not what I'm talking about when I say flawless macro.
Nobody said that flawless micro is sufficient and figuring out the rock/paper/scissors dynamic is not hard. Plus, given that it has enough "attention" for everything, an AI is likely to keep a dancing scout or two around the enemy base and see those mutalisks early enough.