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AI attacking and blocking Observations

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Re: AI attacking and blocking Observations

Postby Milod » 14 Apr 2012, 23:40

elspeth tirel on ai side does do nothing when she uses her ultimate the first time sits there with 1 counter left

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Re: AI attacking and blocking Observations

Postby mark » 18 Apr 2012, 13:25

hm, I had 3x Ankh of Mishra on the battlefield, AI had 6 life and played a land...
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Re: AI attacking and blocking Observations

Postby mark » 19 Apr 2012, 16:26

AI played Feeding Frenzy without any zombie in play
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Re: AI attacking and blocking Observations

Postby mark » 19 Apr 2012, 16:43

AI never equipped Training Drone, though it had several equipments and preferred to equip weaker creatures with everything
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Re: AI attacking and blocking Observations

Postby Sloth » 19 Apr 2012, 17:51

mark wrote:AI played Feeding Frenzy without any zombie in play
mark wrote:AI never equipped Training Drone, though it had several equipments and preferred to equip weaker creatures with everything
Both fixed! Thanks mark.
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Re: AI attacking and blocking Observations

Postby yagi » 20 Apr 2012, 08:48

When I have Elesh Norn, Grand Cenobite or Curse of Death's Hold in play, AI keep playing creatures with low toughness that will die instantly.

Is the AI for Snapcaster Mage not fully implemented yet? AI straight away played Snapcaster Mage with 2 mana whenever possible.

AI cast Moonmist during its main phase without a single human/werewolf.
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Re: AI attacking and blocking Observations

Postby Milod » 27 Apr 2012, 00:29

ai could always attack with moonsilver spear enquiped because he wil get a 4/4 angel in return i know its avacyn restored card thats not out yet but just wanted to point it out
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Re: AI attacking and blocking Observations

Postby mark » 29 Apr 2012, 12:18

AI plays Crop Rotation, sacrifices a Forest and then... puts a Forest into play
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Re: AI attacking and blocking Observations

Postby timmermac » 29 Apr 2012, 15:19

mark wrote:AI plays Crop Rotation, sacrifices a Forest and then... puts a Forest into play
Perhaps this is because I haven't had my morning caffeine yet, but I'm not seeing a problem here. More explanation is needed.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
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Re: AI attacking and blocking Observations

Postby mark » 30 Apr 2012, 17:27

timmermac wrote:
mark wrote:AI plays Crop Rotation, sacrifices a Forest and then... puts a Forest into play
Perhaps this is because I haven't had my morning caffeine yet, but I'm not seeing a problem here. More explanation is needed.
Why would one remove his only land and then replace it with a land of the same type (and in this context there are several non basic lands in the deck, like Cloudpost, that have higher value). Well, the move is not illegal per se and could be done in a context like triggering a landfall ability, but in most cases the AI wastes one turn/spell (especially as opening move) just to replace a land with itself.
Hm, I guess the best way to fix this would be a game state evaluation like "what is the value of my game state... ah, one Forest and 7 handcards, what is the value after playing Crop Rotation and replacing the Forest with a Forest... one Forest and 6 handcards" :-)
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Re: AI attacking and blocking Observations

Postby mark » 30 Apr 2012, 17:29

AI takes markers from Spike Weaver to put markers onto itself, which costs the AI 2 mana and gains nothing.
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Re: AI attacking and blocking Observations

Postby moomarc » 01 May 2012, 06:42

mark wrote:AI takes markers from Spike Weaver to put markers onto itself, which costs the AI 2 mana and gains nothing.
Maybe at some stage we'll add an optional param to scripts like AITgts that restricts the valid choices for the AI. Then when we come across cases like this we can use something like this:
Code: Select all
ValidTgts$ Creature | AITgts$ Creature.Other+YouCtrl
. I think there's a few cards that might be able to have the RemAIDeck flag removed if this were implemented. Not sure how much work something like this would take though.
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Re: AI attacking and blocking Observations

Postby Sloth » 01 May 2012, 15:15

moomarc wrote:
mark wrote:AI takes markers from Spike Weaver to put markers onto itself, which costs the AI 2 mana and gains nothing.
Maybe at some stage we'll add an optional param to scripts like AITgts that restricts the valid choices for the AI. Then when we come across cases like this we can use something like this:
Code: Select all
ValidTgts$ Creature | AITgts$ Creature.Other+YouCtrl
. I think there's a few cards that might be able to have the RemAIDeck flag removed if this were implemented. Not sure how much work something like this would take though.
I thought about it and came to the conclusion that this is a very good idea. It should be simple to add a filter to the relevant AF's.
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Re: AI attacking and blocking Observations

Postby moomarc » 01 May 2012, 18:49

Sloth wrote:I thought about it and came to the conclusion that this is a very good idea. It should be simple to add a filter to the relevant AF's.
Thanks Sloth. Now I just wish I'd written down other examples I've come across that could make use of preffered targets :mrgreen:
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Re: AI attacking and blocking Observations

Postby Milod » 02 May 2012, 01:10

creatures with soulbound could be casted in mp1 because of the benifits of soulbound abilitys this not only the case with soulbound creatures but all creatures that benifits from bonus when other creature enter the battle field in gets attack bonus or other similar efects
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