Card AI (Improvements) Requests
by mtgrares
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Re: Card AI (Improvements) Requests
by jtrowell » 25 May 2016, 13:26
In the current version of Curse of the Cabal , the AI always sacrifice a permanent each turn, making it much more powerful than it should be.
Even if the AI always think that it should delay the spell rather than let it be cast, it should not sacrifice a permanent if there are still 2 or more counters on it, as in this case there is always the option of waiting for the next turn.
(and with each sacrifice adding 2 counters this should make the AI sacrifice half what it is currently doing)
Even if the AI always think that it should delay the spell rather than let it be cast, it should not sacrifice a permanent if there are still 2 or more counters on it, as in this case there is always the option of waiting for the next turn.
(and with each sacrifice adding 2 counters this should make the AI sacrifice half what it is currently doing)
Re: Card AI (Improvements) Requests
by Hanmac » 26 May 2016, 07:52
AI does use Praetor's Counsel while has no cards in Graveyard,
should be probably fixed in ChangeZoneAll, so such spells are not cast if it doesn't affect anything.
should be probably fixed in ChangeZoneAll, so such spells are not cast if it doesn't affect anything.
Re: Card AI (Improvements) Requests
by Indigo Dragon » 15 Jun 2016, 11:13
AI cast Lavaball Trap for its trap cost.
On my upkeep. While I had not played a land for the turm.
This was a three player game, and I had activated Rhys the Redeemed first Elf ability in response to the Growing Ranks I had, making two tokens.
There might be a problem with the AI confusing Tokens with Lands for Lavaball Trap.
On my upkeep. While I had not played a land for the turm.
This was a three player game, and I had activated Rhys the Redeemed first Elf ability in response to the Growing Ranks I had, making two tokens.
There might be a problem with the AI confusing Tokens with Lands for Lavaball Trap.
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Re: Card AI (Improvements) Requests
by Indigo Dragon » 28 Jun 2016, 13:38
Okay follow up on my previous post about Lavaball Trap
It seems that the AI can just cast it for trap cost whenever it feels like it.
Completely different game, opponent attacks with Screamreach Brawler, in response I Kiki-Jiki, Mirror Breaker a Dragon Egg, resolves, AI casts Lavaball Trap.
It seems that the AI can just cast it for trap cost whenever it feels like it.
Completely different game, opponent attacks with Screamreach Brawler, in response I Kiki-Jiki, Mirror Breaker a Dragon Egg, resolves, AI casts Lavaball Trap.
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Re: Card AI (Improvements) Requests
by Xyx » 29 Jun 2016, 11:22
There's something about Wall of Roots. It seems that, for some reason, the AI activates it whenever it blocks, without using the mana. Perhaps this is some sort of "better use it before it dies" code being counterproductive.
Re: Card AI (Improvements) Requests
by Xyx » 30 Jun 2016, 11:53
AI is playing a mono-green deck. Literally every card is either a land or green. AI picks "White" for Quirion Elves, and whenever its hand is empty it also picks "White" for Hall of Gemstone.
Re: Card AI (Improvements) Requests
by friarsol » 30 Jun 2016, 12:49
Quirion Elves already produce Green mana, why would it choose Green?Xyx wrote:AI picks "White" for Quirion Elves
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Re: Card AI (Improvements) Requests
by Hanmac » 30 Jun 2016, 12:54
@XYZ: what kind of Deck did you play against? if it was an Autogenerated deck, it might be a good idea to not add Quirion Elves into a Mono colored deck, and let the AI deck generating use a better one?
i don't know all Svars but there might be something for that.
i don't know all Svars but there might be something for that.
Re: Card AI (Improvements) Requests
by Xyx » 30 Jun 2016, 16:03
Uhm... good point!friarsol wrote:Quirion Elves already produce Green mana, why would it choose Green?Xyx wrote:AI picks "White" for Quirion Elves
Self-made MIR/VIS quest world duel deck, Natural Order/Lure of Prey/Crash of Rhinos brew. Needs Quirion Elves. Also has Hall of Gemstones for random hosing of counterspells (of which MIR/VIS has quite a few) and gold cards. If it doesn't choose green and then draws a green card, it'll sort-of Time Walk itself.Hanmac wrote:what kind of Deck did you play against?
Re: Card AI (Improvements) Requests
by Marek14 » 01 Jul 2016, 07:51
Hall of Gemstone affects both players. If you aren't playing white, setting Hall of Gemstone to White will prevent you from playing your instants.Xyx wrote:AI is playing a mono-green deck. Literally every card is either a land or green. AI picks "White" for Quirion Elves, and whenever its hand is empty it also picks "White" for Hall of Gemstone.
Re: Card AI (Improvements) Requests
by Hanmac » 01 Jul 2016, 18:14
AI uses Deluge in his Main1 to tap all my and his creature.
but he should attack first, and activate it after DeclareAttackers step.
(if using aggressively)
AI should attack first before using the effect of Diligent Farmhand.
(i had no creatures)
but he should attack first, and activate it after DeclareAttackers step.
(if using aggressively)
AI should attack first before using the effect of Diligent Farmhand.
(i had no creatures)
Re: Card AI (Improvements) Requests
by reporter » 05 Jul 2016, 11:30
AI suicided itself by tapping City of Brass when it had 1 life.
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Re: Card AI (Improvements) Requests
by Djebb » 24 Jul 2016, 08:37
AI casted Gempalm Polluter instead of cycling it when i had 1 life and he had 2 zombies.
Btw, AI doesn't really know when he has to cycle or morph a card instead of just playin that card.
Btw, AI doesn't really know when he has to cycle or morph a card instead of just playin that card.
Re: Card AI (Improvements) Requests
by Hanmac » 27 Jul 2016, 09:49
AI blocks with Ludevic's Test Subject, which does have 2 counters.
then it does use its ability again to add another one. (3 counters)
it still has enough mana to do it 2 times more, but it doesn't do it.
then it does use its ability again to add another one. (3 counters)
it still has enough mana to do it 2 times more, but it doesn't do it.
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