why does computation power matter? the game is running in logical ticks. When a match is simulated one just has to wait for both player-bots to finish the current tick before the simulation can proceed.
Yes, it is one possible design decision. The advantage is that it is guaranteed that every player got some CPU time and chance to calculate something. The disadvantage are possible delays if a player takes very long and that cycles are visible to the player implementation.
The other way would be execute a loop for each player and let it process the same amount of computation on each cycle. That way cycles are transparent to the players and if they take a bigger amount of computation this could be a disadvantage compared to the opponent player, but may result in a better decision of the player and all players would have the same chance to make good decisions per time unit which results in something like fairness, I hope.
Also, when both bots are run on the same processor both have access to the same power. You could of course measure the time each bot had used in total in a match and then use this to weight the match outcome.
I am not sure if this is true. What if the OS-scheduler, Thread-API scheduler or akka dispatcher / scheduler decides to give one player more CPU time than another one? Context switches are transparent to user space processes. I will have to look at java.lang.management what possibilites there are to measure CPU time.
But this can be abused of course, one could write a bot which maneuvers the opponent in positions for which it needs much time to decide what to do

Hehe, rules are there to be broken, eeh?

Something like a Java bytecode interpreter API would be useful. => going googling