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Card AI (Improvements) Requests

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Re: Card AI (Improvements) Requests

Postby bbbbbbbbba » 27 Dec 2012, 05:40

This crash seems to be caused by AI having Sphinx's Revelation, whether it is in its initial hand or is drawn later.
Edit: It seems that revision 18788 have fixed this bug. My version is r18714...
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Re: Card AI (Improvements) Requests

Postby bbbbbbbbba » 27 Dec 2012, 05:43

AI only uses the first mode of Azorius Charm, even when it has no creature.
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Re: Card AI (Improvements) Requests

Postby Agetian » 30 Dec 2012, 18:10

The AI has no idea how to use Bazaar of Baghdad, and taps it whenever it can regardless of the amount of cards in its hand.

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Re: Card AI (Improvements) Requests

Postby krevett » 30 Dec 2012, 19:21

Would it be possible for the AI to notice the fact that you lure to block with a creature that can be boost?
I'll give an example: AI has a 4/4 creature and I have a 3/3 equipped with Umezawa's Jitte with two charge counter. If I attack with my creature, the AI will always block with the 4/4 and thus will lose it, I think "pump" creature (or lands like Mishra's Factory wich is also "pumpable") are an easy way to abuse the AI...
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Re: Card AI (Improvements) Requests

Postby cc-drake » 02 Jan 2013, 14:24

- AI uses Umezawas Jitte directly after combat to give +2/+2 even if I control several X/1-creatures.
- AI's Prison Term enchants my 10/10 creature, but when I create a saproling token, AI moves the Tern onto the token.
- AI activates Parallax Nexus targeting nothing.
- AI evokes Spitebellows, but I control no creatures...
- AI sacrifices Discordant Dirge with 0 verse counters.
- AI doesn't use his Seance.
- When I try to Reap and Sow AI's Tropical Island, AI casts Rescue targeting nothing.
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Re: Card AI (Improvements) Requests

Postby TastetheJace » 09 Jan 2013, 22:32

It seems like with Painful Quandary the AI will always choose to lose 5 life, even if it has less than 5 life and cards in hand.
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Re: Card AI (Improvements) Requests

Postby Zirbert » 12 Jan 2013, 03:11

The AI will chump-block with its last creature when it has Worship in play. Definitely suboptimal.
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Re: Card AI (Improvements) Requests

Postby cc-drake » 19 Jan 2013, 08:16

- When I cast Akroma's Vengeance and AI controls Aladdin's Ring, AI sacrifices his Welding Jar targeting nothing.
- AI attacks with his Ancestor's Chosen into my Sunweb.
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Re: Card AI (Improvements) Requests

Postby timmermac » 19 Jan 2013, 18:16

cc-drake wrote:- When I cast Akroma's Vengeance and AI controls Aladdin's Ring, AI sacrifices his Welding Jar targeting nothing.
- AI attacks with his Ancestor's Chosen into my Sunweb.
Please put attacking/blocking issues in the Attacking/Blocking Observations thread. I'm copy/pasting that part of the post into that thread.
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Re: Card AI (Improvements) Requests

Postby cc-drake » 20 Jan 2013, 21:51

- AI doesn't untap Willow Satyr.
- AI sacrifices Kami of Twisted Reflection to return itself to his hand when blocking one of my 2/2 creatures.
- AI casts Spitting Image copying my Dark Maze and activates immediately it's ability multiples times. I guess Dark Maze is flagged as unplayable by AI, but then AI shouldn't copy cards it couldn't handle properly.
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Re: Card AI (Improvements) Requests

Postby Phoenix » 23 Jan 2013, 12:07

In Quest mode (Riddler-deck) the AI plays 2 Guilty Conscience in one turn on my Darksteel Colossus.

So there are 2 issues:
- I don't need to play 2 of those cards if DEF <= ATT (here: 11/11)
- there's no gain in playing Guilty Conscience onto a indestructible card.
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Re: Card AI (Improvements) Requests

Postby gos » 29 Jan 2013, 13:15

Is it possible that the algorithm for draft picks picked up some bugs in version 1.3.5? I'm repeatedly getting passed super high-quality picks very late in packs when drafting Return to Ravnica. I'm talking Desecration Demon, Pack Rat, Wayfaring Temple, Isperia, Jarad, Trostani and more. I had one draft where I was aggressively picking nothing but low casting-cost Rakdos creatures, and it felt like no-one else was picking black and no-one was picking either Azorius or Selesnya.

I also had multiple guildmages returning to me after a complete trip around the table.
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Re: Card AI (Improvements) Requests

Postby lazylockie » 29 Jan 2013, 15:43

it seems very nitpicky and narrow, but I'd suggest AI handling an attacking Geist of Saint Traft with more care. Plenty of times I've seen AI with plenty defenses but to AI, St. Traft itself is just a 2/2 Hexproof. He'll often try to block the 4/4 Angel and leave Geist free for another attack. I've also seen plenty of times where the opponent is at 6 and still attacks with their dudes.

AI can't really know that a 4/4 is coming from him, so would it be possible to put some sort of SVar that tells AI: "trade with me at all costs"?
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Re: Card AI (Improvements) Requests

Postby timmermac » 29 Jan 2013, 21:14

Computer sacced a Feldon's Cane on its first turn.
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Re: Card AI (Improvements) Requests

Postby cc-drake » 30 Jan 2013, 07:07

AI won't kill me with Blazing Torch when I'm at 2 life.
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