I'm not sure it's that easy pedrito. If you look at Norman's post (
http://warlight.net/Forum/Thread?ThreadID=34646&Offset=116) it tries to work out what's going on behind the fog. That becomes
much harder (and not anywhere nearly as reliable) as soon as there are more than two players. For instance, if you deduce (in the AI Challenge) that the opponent has Asia, from that point forward you
know it has, and will keep, Asia..., until
you break it. That logic already goes entirely out the window in a 1vs1vs1, and those aren't even the most complex games you can run on WL.
There are countless other problems: using (at least) reinforcement cards; cooperating with team mates (including sometimes using "attack team mate" to complete a bonus); dealing with wastelands (either existing from the start, created by cards or due to a booted or surrendered player turning Neutral); etc; etc; etc.
And that's only the problems I see no easy solutions for. Depending on how a bot is written (how deeply some assumptions are embedded into the core of the logic), even giving it support for something as simple as non-standard kill rates could require a serious amount of work.
I agree it would be cool if Fizzer, when he has time to work on "AI 2.0", could take a look at these bots and see if there are ideas worth using. But transplanting a bot from the AI Challenge straight into WL does not seem like a workable idea to me.
Unless an option is added to choose between different AIs. In that case it might be possible to add (some of) these AIs and only make them selectable in games with rules suitable for them (only 1vs1, for instance).