That's great and all, but it's already been done by much more simplistic algorithms by abusing the mechanical nature of the game.
Some units are balanced by the fact that no human can manipulate them to their full potential. Once you remove that restriction, the AI can abuse the speed of execution, acting as a force multiplier that will cover any strategic lackings.
If they want DeepMind to really "play" Starcraft in the traditional sense, i.e. make it win based on decision making and reasoning about the game, then they'll need to artificially rate limit its APM.