In chess this is doable (the intent is clearer after the fact, and the possible moves are more limited), but think about CStrike for example ... how is your algorithm going to realize that you're protecting a gate because you don't want your opponents to sneak behind your teammates? Even simple questions become hard ... say you're attacking X1 just as a distraction, while your teammates are attacking X2 ... a team uses slight variations of some tactic, it's mostly never the same (different men in charge, different hotspots, switching between X1 and X2, etc ...). Gathering useful statistics about it requires lots of played games and lots of resources, and I don't think it's doable on your average gamer's hardware.
I know, stupid example :) but you get the point.
I believe this applies to many other types of games as well, but games with many split-second paper-scissors-rock decisions suffer the most. A computer can be programmed to scout out and react to a carrier buildup in Starcraft, but cannot easily be programmed to outguess a jab/throw mixup in Street Fighter.
After all nobody can beat random selectian at paper-scissors-rock.