Right now, the answer is no.
There's a lot of technical reasons why this is the case, but we'll be looking into ways to speed up play, without causing any issues.
An easy example to understand the core issue:
1. You play Madder Bomber.
2. The client has a short period of time when it doesn't accept new actions as the animation begins.
3. If you run AI before it finishes, the AI will make a decision based on unfinished client state (e.g., not all mobs are damaged / killed). This results in invalid actions.
4. You can "queue" an action during the animation, but once again, the AI won't know about it, resulting in invalid actions being generated as a result.
The only way around this right now is to "wait" for actions to finish, and for the client to receive all data from the server.
When you play the game, you're able to look at visual cues to get an idea of what's going on and you subconsciously know when to play. The bot instead can't make such a distinction, so all the data it processes it has to be able to figure out when or when it needs to wait longer before trying to do something. If the AI were to generate a series of commands to perform, it would help speed up actions, but it also makes logic a lot more complex, since once again, any action that results in randomness cannot be predicted, and would force a re-evaluate (slowing down the bot in a similar way it is now).