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My point was that the actual game is what you need to compare - the choice of heroes is superficial compared to the complexity of the game itself, in either case. "Calculating the optimal draft is way more difficult than Go." is simply massively wrong.

The game field in a computer game will be quantized - even if it uses floating-point arithmetic that's still quantization. Conversely a go board can be scaled up or down without losing the feel of the game. If the grids were the same resolution then a given point in time you have many more choices in go because you can play literally anywhere.



"Calculating the optimal draft is way more difficult than Go." is correct because you can't calculate the optimal draft without calculating all the possible games that can happen. Every hero is unique, you can't really preserve anything from the game calculations of another hero.




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