It is currently 24 Apr 2024, 02:15
   
Text Size

Card AI (Improvements) Requests

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Card AI (Improvements) Requests

Postby Xyx » 17 Apr 2016, 12:12

I noticed the AI will cast Vesuvan Doppelganger on an empty board (it becomes 0/0 and dies) but will hold Clone in its hand until there is something to copy.
User avatar
Xyx
Tester
 
Posts: 524
Joined: 23 Feb 2014, 23:01
Has thanked: 38 times
Been thanked: 32 times

Re: Card AI (Improvements) Requests

Postby Thran75 » 17 Apr 2016, 15:43

The AI cast Detention Sphere even if opponent have in play only cards that cant be exile, so the there is no effect... it says that targets one of own AI permanents actually, but still there isnt any effect.
I know that Isochron Scepter is marked unplayable for the AI, but i would like that at least would be cast only when the AI have an istant to exile. Thank you a lot for your effort to make forge better.
Thran75
 
Posts: 22
Joined: 24 Feb 2013, 11:38
Has thanked: 7 times
Been thanked: 0 time

Re: Card AI (Improvements) Requests

Postby Xyx » 20 Apr 2016, 10:29

AI has Prodigal Sorcerer, ready for action. I cast Lightning Bolt on it. AI doesn't tap it.
User avatar
Xyx
Tester
 
Posts: 524
Joined: 23 Feb 2014, 23:01
Has thanked: 38 times
Been thanked: 32 times

Re: Card AI (Improvements) Requests

Postby Hanmac » 22 Apr 2016, 18:56

i used effects that causes AI's Stuffy Doll to attack if able, like from Nettling Curse.
but it should prefer to use it's effect over attacking.
Hanmac
 
Posts: 954
Joined: 06 May 2013, 18:44
Has thanked: 229 times
Been thanked: 158 times

Re: Card AI (Improvements) Requests

Postby Xyx » 22 Apr 2016, 22:15

AI has problems with Clockwork Avian but not with Clockwork Beast, even though the two "wind-up" abilities are worded similarly. AI will wind up Clockwork Avian each upkeep (even if it's already full, and for X=5 even though X can't be >4), but will only wind up Clockwork Beast once its power falls to 3. Is there a difference between the way these abilities are coded? Or is this because the AI values power on a flyer higher?
User avatar
Xyx
Tester
 
Posts: 524
Joined: 23 Feb 2014, 23:01
Has thanked: 38 times
Been thanked: 32 times

Re: Card AI (Improvements) Requests

Postby Hanmac » 27 Apr 2016, 07:32

AI did steal my Brain in the Jar, he always does use the second ability but does not remove any CHARGE counter.
I think the AI does need some code so he does either does stack the counter with the first ability, or does remove them with the second, "Scry 0" does not make sense.

this is also true for Grindclock.

Also it does use the available mana sources wrong.
it has two plains, and many islands. white spells in the hand, but does tap the two plains and now he doesn't have the available mana to pay the spells in this hand.
Hanmac
 
Posts: 954
Joined: 06 May 2013, 18:44
Has thanked: 229 times
Been thanked: 158 times

Re: Card AI (Improvements) Requests

Postby Agetian » 30 Apr 2016, 10:25

I noticed the AI doing the stupidest thing here on the screenshot: I cast Pacifism on the AI's Kor Spiritdancer when there was only one enchantment on it, but the AI stubbornly proceeded to enchant that particular Kor Spiritdancer with more enchantments even though it was literally useless (due to Pacifism) and even though it had other creatures to put enchantments on. :/ I'm pretty sure it wasn't always this way, I believe there used to be a mechanism that allowed the AI to distinguish whether a creature is worth enchanting or not... I don't know if anything happened to it or something.

Stupid-enchant-on-Pacifism.png


- Agetian
Agetian
Programmer
 
Posts: 3472
Joined: 14 Mar 2011, 05:58
Has thanked: 677 times
Been thanked: 561 times

Re: Card AI (Improvements) Requests

Postby Hanmac » 30 Apr 2016, 14:38

@Agetian: i tried to fix it in r31177 its about the EnchantMe doesn't have a check for isUselessCreature.

i also does try to add that EndOfTurnLeavePlay creatures should not be attached with Auras, Equips might be okay.
Hanmac
 
Posts: 954
Joined: 06 May 2013, 18:44
Has thanked: 229 times
Been thanked: 158 times

Re: Card AI (Improvements) Requests

Postby Hanmac » 07 May 2016, 12:15

r31196:

Grim Poppet or other might need some AI or the PutCounter -1/-1 does need some logic.

because AI had a Grim Poppet with -1/-1 counter.
i play a creature with 3/1 and then does enchant it with Hope Against Hope.

AI should have used the Effect of the puppet to destroy my creature do the effect does frizzle.

also it seems that the AI does never used the Effect for the puppet either.

Also when i attack, and AI does block with the Puppet, it should use its Effect to boost itself.
Hanmac
 
Posts: 954
Joined: 06 May 2013, 18:44
Has thanked: 229 times
Been thanked: 158 times

Re: Card AI (Improvements) Requests

Postby vinnie » 09 May 2016, 17:08

On smartphone "Firedrinker Satyr" desn't seems to deal damage to creature's possessor.
User avatar
vinnie
 
Posts: 111
Joined: 21 Dec 2015, 14:03
Has thanked: 23 times
Been thanked: 6 times

Re: Card AI (Improvements) Requests

Postby xbon » 13 May 2016, 20:48

AI keeps using second effect of Grindclock without any counters.
xbon
 
Posts: 123
Joined: 04 Jun 2013, 22:52
Has thanked: 18 times
Been thanked: 2 times

Re: Card AI (Improvements) Requests

Postby Hanmac » 14 May 2016, 18:42

AI did summon Thromok the Insatiable without devouring anything,
it should have checked before that its toughness would be zero.
Hanmac
 
Posts: 954
Joined: 06 May 2013, 18:44
Has thanked: 229 times
Been thanked: 158 times

Re: Card AI (Improvements) Requests

Postby xbon » 14 May 2016, 23:02

AI doesn't take into account that when Leyline of Singularity is in play that they'll be replacing the cards they summon if they summon a non-land permanent with the same name as something on the field that they'll have to replace it... opp keeps replacing their cards for no purpose
xbon
 
Posts: 123
Joined: 04 Jun 2013, 22:52
Has thanked: 18 times
Been thanked: 2 times

Re: Card AI (Improvements) Requests

Postby xbon » 15 May 2016, 04:48

AI equips their creatures with protection from red already with Red Ward , redundancy?
xbon
 
Posts: 123
Joined: 04 Jun 2013, 22:52
Has thanked: 18 times
Been thanked: 2 times

Re: Card AI (Improvements) Requests

Postby Hanmac » 23 May 2016, 09:50

@xbon: i am currently trying to implement that,
a short hotfix would be to have Red Ward and the others be non-stackable.

a bit more complicated way would be to check if the Keyword would have been any effect.
(i think that works for all the other keywords, but Protection is a bit more complicated)

===

AI uses the Detain from Martial Law to detain the same creature twice ...
it should have been already checked, but somehow it didn't.
Hanmac
 
Posts: 954
Joined: 06 May 2013, 18:44
Has thanked: 229 times
Been thanked: 158 times

PreviousNext

Return to Forge

Who is online

Users browsing this forum: No registered users and 82 guests


Who is online

In total there are 82 users online :: 0 registered, 0 hidden and 82 guests (based on users active over the past 10 minutes)
Most users ever online was 4143 on 23 Jan 2024, 08:21

Users browsing this forum: No registered users and 82 guests

Login Form