The New Computer Chess World Champion
rjlipton.wordpress.com
rjlipton.wordpress.com
Think about it this way: the average branching factor of a legal chess move is 35: there are about 35 legal moves that could follow. For Go, the average branching factor is 250. In StarCraft, how many "legal moves" do you have available at a given game state, on average? Tens of thousands? Millions?
By the way, this is made significantly more difficult by SC and LoL not being turn-based games the way Chess is.
And if we're talking about computer playability, the real-time nature of these games cuts both ways; in StarCraft analysis we literally talk about how many "actions per second" a player was able to execute, a field where a computer will naturally have an enormous advantage (part of why I prefer to play Supreme Commander).
We castled on opposite sides. Not the best kind of game in which to have a chance against a vastly superior player. His attack, quite predictably, punched through faster than mine did.
(edit: accidentally deleted this comment)
Computer programs can play chess better than humans, following the same rules that humans do.
It's incredible how quickly game engines have advanced. Way back in 2007 Rybka destroyed all human challengers without an opening book. The current chess engines are much stronger and running on much faster hardware. There's simply no comparison any more.