It would probably be easier if you define micro and macro in your opinion
Ok, lets try the following.
Strategy = where to move out, what to protect, what enemy to target first, at what timing. This is something quite hard for an AI, but certain approximations to good behaviour can be made. Lets put the expand fix in the first post there.
Macro = what to produce, what to upgrade, what to build and when. Not only make sure your barracks build swordsmen, but also choose whether to build swordsmen or archers. Depending on strategy decisions. This is fairly easy to program and improve, as i described above.
Tactics = formation movement, army placement, using terrain to gain an advantage in a single battle, surrounding enemy, placing units concave-ly during combat. This is fantastically hard for an AI, for it requires a human eye to recognize terrain pecularities.
Micro = management of single units during combat: concentrate fire, assign different targets to different units based on their roles, move damaged units behind and cover them with healthy units, make ranged units stay out of enemy range. This might seem easy to program to a certain extent, but doesn't have much effect.
You are aware that you are responding to a post directed at Omega?
Sure, i just keep saying what i think of it.
Being a good player doesn't necessarily mean you know why certain things work.
Hard for me to imagine. Provide an example?
And further even if you can articulate why you win, that doesn't mean you can do it on the level of a programmer.
I never said that you don't need to be a programmer to write AIs. That is obviously wrong. I also never said that if you know how to win, then it's a one-line tweak in the existing AI code. It may require a full code refactoring sometimes.
Its not that simple. As a human you need to divide your attention micro wise across multiple battles.
This is almost never relevant. Hardly ever more than one or two battles happen simultaneously, simply because a packed up army usually wins against an army split in two uncooperating parts. That's why the AI will most likely fail his micromanagement against a human, despite being able to make decisions much quicker. Unless an insane amount of efforts were put into the micromanagement code to make sure most of a human's micromanagement ideas (imagine an AI that has a code to do a
mine drag in starcraft) are actually implemented.
One of the realms where AI can actually make use of his CPU power is harassing multiple defenseless targets at once. But in this game such skill doesn't seem to be very important.