The Min-Max search, as well as the more efficient Alpha-Beta search algorithm are well known and often used to implement an artificial intelligence (AI) player in games like tic-tac-toe, connect 4 and so on.
While AIs based on these search algorithms are basically unbeatable for humans if they can traverse the whole search tree, this gets infeasible when there are too many possiblities due to exponential growth (like in Go for example).
All those games mentioned so far are turn-based.
However, if we assume to have enough computational power, shouldn't it be possible to also apply these algorithms to real-time strategy (RTS) games? In theory, this should work by discretizing time into small enough frames and then simulating all possible actions at each time stamp.
Clearly, the search tree would quickly explode in size. However, I wonder if there exist any theoretical analyzes of such an approach for real time games? Or maybe even practical investigations which use a very reduced and simplified RTS?
Question: I am searching for references (if there exist any) on this topic.