It's interesting, but unless you have really made some breakthrough in AI, you're certain to be repeating what's been already done. Computer chess has been massively analysed, and the chances that you will be competitive are zero. If you google it you will not believe all the various known algorithms and optimisations that are standard tricks of the trade!
So I wonder if a lesser-known game would be better to do. Of course none of this affects the multi-play element, so if you think there's a niche there, go for it!
There's one other technical thing you need to consider for games like this. it doesn't matter if you are not analysing deeply, but it affects you if you are making deep minimax calculations that will take a few seconds. Cerberus binaries are single-threaded, and mobile targets require programs to be responsive. So for heavy recursion you'll have to make your own stack (or equivalent) that you can hop into and out of periodically during long calculations. You can't just have the minimax code call itself recursively and rely on local primitives / pointers on the standard program stack, as in most examples you will find. Again, may not matter in this case but if you are developing strong chess or similar programs you need to be prepared for this.