by Rob Cashwalker » 07 Sep 2011, 03:59
by delirimouse » 07 Sep 2011, 04:51
by Rob Cashwalker » 07 Sep 2011, 11:31
Using pick order to scale the card score was one way I thought might help differentiate each card, not so much that I wanted the AI to pick cards in that order.
by moomarc » 07 Sep 2011, 12:58
Perhaps one way that it might be implemented is to add a rating multiplier for AI wins. Not too sure what ratio would actually work, but lets say if the AI wins, the cards in its deck have their rating multiplied by 1.2, or something similar. That way higher ranked cards that actually affect AI wins will be ranked even higher, whereas last picks will only be affected slightly - probably not enough to affect their ranking. This method would slowly build up on player picks to isolate cards that the AI actually uses effectively.Rob Cashwalker wrote:You've mentioned trying to make the AI learn from itself... I just don't get how that would help, much less the difficulty in implementing that. In general, we're trying to determine the relative strength of cards compared to each other.
by Rob Cashwalker » 08 Sep 2011, 03:28
It becomes a lot of data to track, but moomarc makes sense.
by delirimouse » 08 Sep 2011, 03:58
That is more or less what I had in mind, but I totally understand if it is infeasible. I don't believe it is necessary, but there are a few cards the AI just will not ever play well.Rob Cashwalker wrote:moomarc makes sense.
Perhaps a more reasonable approach would be to have drafters manually report such cards and then tell the AI not to play them.
This could be another instance where the light cheating I suggested could come into play. Let the AI replace the cards it can't play with similarly rated cards it can.
I think there is a lot of room to explore letting the AI cheat so it can be a bit more of a challenge.
by Sloth » 08 Sep 2011, 06:30
We already have a system to tell the AI what cards it can't play well.delirimouse wrote:Perhaps a more reasonable approach would be to have drafters manually report such cards and then tell the AI not to play them.
by juzamjedi » 08 Sep 2011, 22:29
by delirimouse » 13 Sep 2011, 23:27
by Hellfish » 15 Sep 2011, 09:02
- | Open
1 Blood Ogre|M12
1 Bloodrage Vampire|M12
1 Chandra, the Firebrand|M12
2 Doom Blade|M12
3 Flameblast Dragon|M12
3 Goblin Arsonist|M12
3 Goblin Fireslinger|M12
1 Goblin Grenade|M12
1 Gorehorn Minotaurs|M12
1 Inferno Titan|M12
1 Sorin's Vengeance|M12
1 Act of Treason|M12
1 Crumbling Colossus|M12
1 Elite Vanguard|M12
3 Fiery Hellhound|M12
1 Goblin Tunneler|M12
1 Greater Basilisk|M12
1 Guardians' Pledge|M12
1 Ice Cage|M12
1 Mind Control|M12
1 Royal Assassin|M12
1 Siege Mastodon|M12
1 Stave Off|M12
1 Volcanic Dragon|M12
1 Wall of Torches|M12
1 Warpath Ghoul|M12
1 Wring Flesh|M12
Derp of the moment: Enchanting a Kor Spiritdancer with Dead Weight... >_>
by Rob Cashwalker » 25 Sep 2011, 02:44
by juzamjedi » 31 Oct 2011, 07:18
There are some AI-playable settings that surprise me. For instance I wanted a new UR card. Frenetic Efreet is listed non-playable, but Frenetic Sliver is fine. And we need Sulfuric Vortex in the worst way for Red. At some point I will make a larger list of cards that are not AI-playable that I wish we could add.
Also, cube update attached. I continue to make the cube more aggro-focused including blue.
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