Which is why I said this:
I would be happy with a simple algorithm if it simply had properly restricted inputs that better represent what is available to a player, and not an omniscient computer-- and obeys actual game rules. (Resource costs, build times, and cooldowns.)
The actual HOW it decides where to move, as long as it is not "Move mass of units to player base location" in nature-- and instead, "Triangulate base location from vectors of enemy unit travel as they enter my visual space"-- is moot. Use whatever algorithm you want. It need not be NN or a GAN, or anything fancy like that.
Just don't fucking cheat, and dont pretend that the game is even remotely about skill if you do.
EG, I am just fine with something that operates on branch tables, and is in no way a modern flavor AI. It just needs to follow the game's rules, and I will be OK with it.
The problem, is that for varying levels of "Buuuuuuuuuuuuut!" from developers, they RELY on the computer being omniscient to do ordinary things, like find paths. Make it obey FoW, and suddenly the computer can't even get out of its own base.
Rather than fix this, they just go "Oh, the player will never notice!"
Bullshit. I notice.
Like I said, the genre is STRATEGY.
When simple strategies, like base relocation, DO NOT WORK AS EXPECTED, and where decoy operations are likewise ineffective, 100% of the time, the laziness of the developers to properly limit their pathing routines to obey FoW results in entire classes of strategic combat being impossible, because "buuuuuuuuuut!" and it becomes painfully fucking obvious.
"Make it cheat!!" is poison fruit. Like I said, once you decide that the rules don't apply anymore for your computer player, you aren't playing the stated game anymore.