...However, I definately recommend trying to build a brain if your a beginner programmer, its definately an enlightening experiance, just don't expect to build something impressive until the interface is changed.
Min
The information you feel is lacking would be required for a Brain to truly compete with a skilled human player - or even participate as a team with other humans versus humans. Human players have an edge on information with regard to bases and pill status. No argument there...
However, I just ran a little experiment on an old Mac emulator I got working - a 4 brain bolo game with two ladma .6s vs two indy 3.1s. To make a long story short, the Indy 3.1 was efficient, intelligent, and if something was developed to that level, I'd consider it quite successful.
My in depth analysis... :)
Indy 3.1 was obviously superior to Ladma. It would occasionally "hardline" pillboxes, but more often it would use walls or even team up with it's allied partner and easily take pills. Even when it hardlined, it would only do 1 run, then build a wall, line it up and finish it off taking no further damage. They would shoot friendly pills to anger them when enemy tanks were nearby, they would "clean up", by retaking friendly pills that were placed in a tank battle but doing no good away from a base, they intelligently placed pills around bases (somewhat), and would spike enemy bases to sometimes decent effect. The brains had all the bases on Everard Island - I didn't have any map packs and this map presents significant pathfinding challanges - within a few minutes of game start and immediately moved on to taking pills and challanging the other teams bases...
More in the vein of our discussion, however, Indy and ladma brains BOTH send messages to allies on base status and pill location each time they come across a new object or if it's status had changed significantly (base stocks/pill health). It also appeared they could not tell the difference between neutral and enemy player pill, or whether another tank carried pills or not. Sometimes when full strength they would ignore a damaged enemy player tank even if it had pills on board and go take a base or something else. Ladma seemd more intelligent in it's handling of existing pillbox placement as it would occasionally switch to a pillbox view and check status, Indy didn't appear to do this.
So here's my thoughts on what you can do...
You can still track pills on board of the brain tank and allied "brain" tanks by either tracking bearing and distance of a destroyed pill and your own tanks vector and position. When they all converge within a certain minimum, you know the tank has picked it up and can store that. Friendly tanks running a similiar brain could pass info along on their own on-board pill status the same way. Tracking team pillboxes is also easy, you can cycle through the pillview and simply count them. Determining the total of enemy held, neutral, and carried pillboxes is simple subtraction from the your teams total, you just don't know how many of each category. You could technically keep track of neutral pillboxes that are taken as you get the flag on whether a pill is neutral or enemy controlled when you see it. If the brain gets the positions of all neutral pills at the beginning, it's can simply track each time it passes where a neutral pill was whether it is still present or not. Even if it was taken and rebuilt on the same spot, the flag would be enemy and not neutral.
So despite the fact you could never give an experienced player too much of a fight, you could handily take on a newbie for now... Just leave in commented out code for the extra features so someday if they are added in it's simple to add functionality?