you could do a team up with a neuro-scientist, he tells you how to exploit human behaviour patterns, and you write the learning ai that actually exploits them, training humans up.
For example, if you use a strategy successfully (even if it was just one big lightshow) the weaker players will try to copycat that, and run into any countermeasures your ai prepared.
Or you could make a AI that actually balances games, but not for a even-ness of powers...
Or you make a hydra, two or more AIs playing for one team, and the AI Head most succesfull is slowly overwritting the AI_strategy of the competeting heads, until there is a monoculture, and madness is allowed into the responses to the events to evolve into even more crazyness.
Or you make a distributed AI System that is connected over the "cloud" (fency buzzwords always catch them) and distributes its knowledge to battles on similar maps against diffrent players, even copying players succesfull moves (like comando Operations).
You can write a tactics equivalent to_gameOfLife, that creates new patterns, storing the succesfull ones, until your AI is a freaking Napoleon, winning by sheer brilliance alone against vastly superior numbers.
Or you write a learning mutliple Game AI that adapts to no_matter_what Game(Spring, Starcraft) its trhown in and masters it.
You started it, you wanted to know.. its not my job to evaluate those options for master_thesis qualities.
PS: You are welcome to write the GAIA LUAAI for journeywars Zombies. But im afraid a threeliner: Spring.Echo("Brains")
Spot.Enemy (walk in the direction)
GetStuck(Create Bump_Kin) Walk along the borders of Bumpkin, until you can walk into last_seen_enemy_direction again
wont be good enough for a master_thesis
