So if you think you can design a simulator that can create random detailed traffic situations and randomly learn success from "playing" those random traffic situations, then I suppose yeah, you've created something comparable to AlphaGo that can learn to drive.
Yeah, realistic simulated driving environments are totally impossible:
Very big difference between the two. There's a pretty limited set of legal moves at any point in Go - nothing like the range of moves when driving.
Actually, while the state space is obviously much larger, the convergence of a neutral net to find "optimal moves" in driving scenarios is possibly much faster, because "driving" is typically not an adversarial zero sum game with both players spending
all their computing resources to destroy the other side while hiding/masking their intentions, but a more or less cooperative strategy where intention is shared and survival is maximized.
Even a very simple "don't run into other objects" FSD strategy can be reasonably successful with 99.9%+ survival rate, while a similarly naive Go strategy of "make a legal Go move that doesn't get your piece taken immediately" has 0% chance of survival even against entry level Go players.
So you are right that the two are not directly comparable, but not in the way you think: in many ways playing Go well is IMO a far more difficult cognitive task than driving a car well.
The difficulty is not in learning speed, or in generating legal moves, but in re-creating a simulated environment that matches what the Autopilot system sees,
and which has a fleet-learning feedback function where video capture of disengagement events can be automatically transformed into traffic scenarios in the 3D simulated environment.
(I believe that is what "Project Dojo" is about - but that's just speculation.)