Strip away the random element from a combat system, and there will also be as many possible states as there are possible combinations of stats, hp, mana, action points, weapons, weapon positions, pieces of armour, available actions, etc.
The random element simply renders these states unreliable - you can no longer work in terms of absolutes. You can't guarantee victory through a specific sequence of actions.
Try playing a game of chess, except that each playing piece has a combat value (Queen = 9, Rook = 5, Bishop = 3, Knight = 3 and Pawn = 1). Every time one piece tries to take another, both players roll 2d6 and add the combat rating of their playing piece. If the attacker wins or draws, then they take the defender's piece, otherwise their own piece is destroyed.
Now see how effective the computer AI is.
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