This is why there’s a lot of fuss about StarCraft for AI research given the overall complexity of the problem space: it’s a multi-agent control problem with imperfect information (given the fog of war) and a large state space given the number of possible actions and world configurations. Computer science research often seeks to quantify the difficulty of problems in order to establish whether they’re worth trying to solve. This computational complexity theory allows for researchers to formally define whether a given problem is ‘interesting’ or ‘challenging’ from a scientific perspective. This complexity notation models the amount of memory and resource as well as the time it will take for good solutions to be found for that problem. It’s been proven that classic NES and SNES-era video games such as Super Mario Bros, the Legend of Zelda and Donkey Kong Country can be formally classified as Non-Deterministic Polynomial Time Hard or NP-Hard for short. This means in essence that the games aren’t easy and carry some level of challenge before players can begin to control and master them in the long-term — not just for AI players but also humans as well. Meanwhile, RTS games are considered at minimum to be NP-Hard, but are predicted to be PSPACE complete or in the worst case EXPTIME — meaning that it’s anticipated that systems that can solve them effectively would take exponential time to validate their solution. In lay mans terms it just means they’re really really hard.
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