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It would be easy enough for a player to be purely random if that was all it took. I think the tension is that piece rank makes some layouts and move strategies more equal than others and calculating the best ones for what has been uncovered so far makes the best layouts not the best layouts.
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In most good full information games, the best move also depends on knowledge you don't have - a full tree of all possible game states from a position. AI playing Go or Chess can't make the best move because they don't know what it is, they're technically just guessing. There isn't any reason to think AI have more or less trouble with hidden information games.

The practical difference is how many rules a game has and how easy it is to implement the engine. Implementing a chess bot is relatively easy because the amount of state tracking required to set up a simulation is basically nothing (I think just whether the king has made a move yet or not). That makes it easier to implement than something with a lot of signals that need to be recorded. Something like DoTA or Starcraft takes serious engineering effort.

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You are confusing the inability to compute a full game tree with not knowing anything at all. In fact there are many positions in chess where we can compute the full game tree. Forced mates, and tablebases of positions with 7 pieces or less. And even if we can’t compute the full tree, errors get smaller with depth.

> There isn't any reason to think AI have more or less trouble with hidden information games.

How about the fact that a child can beat the best rock paper scissors player in the world in a game, but no human can beat the best chess engine? Same thing with poker, a novice could get lucky and win a hand against the best poker player.

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