It would hopefully be possible that small stat changes wouldn't matter that much because the actions that you take aren't really different if the ship has slightly more hull or a slightly different load out
An actual example: a neural net trained to tell apart American and Russian tanks actually learned to tell apart low and high quality photos, since the photos of Russian tanks were all low-quality and taken under less-than-ideal conditions. Point being, it may learn to do something, but the *why* is extremely iffy. That's why I'm saying a completely unexpected thing could turn out to in fact be critical. Like, for example, something having exactly 3000 hull, or whatever other random bit of info that's obviously non-critical to a human but a neural net might fixate on for
reasons.
Also for most of these AIs (starcraft, dota open AI, etc) the goal is to beat player by playing "smartly". So there are extreme limits on actions per minute. Starcraft pro players are in advantage they get to spam actions. That's the only reason human players can have somewhat competitive game with AI.
The AI had some APM limitations, that's true! But combined with its perfect mouse accuracy, it had an edge over any pro player in terms of useful actions, I don't think it's even particularly close. It's not a stretch to say that whenever it won, it was due to execution, not strategy. So, at least IMO, while it did well, it did well in a... what I'd say an uninteresting way. Fundamentally so much of SC2 is about clicking well, and the AI did that. But, you know, there's code that does perfect marine splits vs banelings that's just a bit of code and not a giant neural net thing. It
would be really interesting if it had APM/accuracy limitations imposed that truly made it at a significant disadvantage compared to human players, and it could win through something resembling planning and strategy.
Based on the games I've seen, though (which is quite a few of them), it wasn't that. I mean, it built roaches into Void Rays and almost lost a game that should've never in a million years been close, that by the end looked like a desynced replay due to the AI's baffling decisions. Its whole zerg "strategy" - at least, what I saw of it - was a really, really, really well executed roach timing.
Some things were fascinating, though - the adept harass it did in PvP, and how it over-built probes to compensate. Its army movement was also surprisingly good at times. It's definitely a big accomplishment.
(I'd also argue that combat in Starsector is complicated in different ways. E.G. that starting conditions vary *wildly* and you can't choose a specific strategy to narrow down the possibilities and then refine that (e.g. that roach timing), you have to be able to handle all of it. Also, it wouldn't be training *one* agent per side, it'd be training one agent *per ship*, which I think changes things drastically. Perhaps exponentially? Some sort of cooperation would need to evolve etc. I mean, this is all extremely theory-crafty and there's zero chance of it becoming a real thing, but it seems... complicated. Not that SC2 isn't, but Starsector to me isn't obviously simpler. Just different concerns, and I don't know enough about neural net training etc to really evaluate it.)