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There is a genuine advance here, but keep in mind that when an AI is developed by the game developers, they're not necessarily playing to win, but to make the AI fun to beat, and without using too much computer power, which would make the game slower.This point is being brought up a lot, but I don't really buy it. Yes, there have been instances where the AI being too good discouraged players from playing the game as much, but this almost always happens due to the AI having some inhuman advantage that a person could not really replicate. I think players do want the AI to pose a challenge - that's what a lot of casual PvP games are about. Humans are (were?) the only ones that could offer a fair match against another human.
I will absolutely grant you the computational power point though. However, as hardware advances, this cost will become more and more acceptable.
I don't expect to see widedspread adoption of this in commercial games within a decade, but I think that in 2 or 3 decades this will be the norm. In fact, I would bet that once we can make an AI that is good at a game, we can also make it weaker. A game could estimate a player's skill rating silently and then adjust the AI's strength to give the player a difficult/fun time.
Of course, it could just be that AlphaStar is able to play well against humans, because players treat it like a human. Maybe the AI still has standard game AI-like weaknesses that can be exploited if people know that they're playing against an AI. Eg some Diamond league player went mass ravens and kicked AlphaStar's ass. The AI would have to learn how to deal with stuff like this on the fly and I don't think we're there yet.