As a developer on the game (0AD) I must say I find it way more relaxing than RA and Starcraft(n) and easier to manage with only 4 basic resources. As for the AI challenge on all of these games it comes down to how fast you analyze random terrains and the most optimized opening build order - something they (RTS) all share in common.
Some of this has to also do w/ the environment. If you have a solid weekend pickup game of any kind and a park/rink/court closes it is pretty much the end of that group, as much as you might try to find another spot it is never the same.
We need smarter dynamic fares, it shouldn't be a $6 flat tax on all destinations. I think this hurts local businesses, or all local (non business) residents should automatically get half fare.
"You’re carrying around in your head a model of how the world works" (or so you thought) ... the real AI is in a) how fast you can realize it's changed and b) how fast you can adapt. This bit isn't being optimized, it's being dragged out.
Well back then you had to be (think) original in fooling a human, and many bots made sure NOT to include copyright material. Also many of them were run locally (and in memory), so they ran faster and without the need for GPU memory (not to mention GPUs/CUDA were not readily available - or available at all - either).
We developed ALICE and AIML (https://en.wikipedia.org/wiki/Artificial_Intelligence_Markup...) as a way to program bots (some of my work included adding scripting and a learning mechanism), at the time it was open sourced but AOL literally threw it into it's AIM service at certain points. There were plenty of "connectors" for different services, but the real ironic bit was that there was a central Graphmaster class which was extremely memory intensive. This was all before AWS and Cloud.