Note that this is not just another AI for Starcraft: it actually plays the game like a human, by "looking at the screen", and issuing keyboard and mouse orders.
With 1k-2k APM, _with_ grouping commands by contrast to BWAPI (Broodwar API) which does not allows for group commands (20 units attack move = 20 actions with BWAPI, only 2 actions here). And low-level SC2 AI which is at least one order of magnitude less micro-intensive than Broodwar's.
True, but it's still interesting that it's essentially using the same "API" into the game as a player uses. While a computer can obvious do rote tasks much faster than a human, if you limited this AI's actions per minute to something semi-reasonable like 500, it could be a sort of proof of concept for the ridiculously high skill ceiling of Starcraft 2. This is especially true for battle micro.
Yes, this is why I used quotes for "looking at the screen". This is probably easier, but it's still harder than just getting the game info from the engine.
The interesting thing about this approach is that it can be applied to automate almost any computer task, by intercepting graphic primitives.
DirectX calls are probably (or might be) still higher level than just graphic primitives. So maybe this approach only works for DirectX based games under certain circumstances.
When I first read your comment, I was actually thinking about something similar as Sikuli. Sikuli might actually work for some primitive scripting events in games.