Card AI (Improvements) Requests
by mtgrares
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Re: Card AI (Improvements) Requests
by freddyjsg » 27 Jun 2013, 00:31
AI isn't using signets for mana
Re: Card AI (Improvements) Requests
by Agetian » 28 Jun 2013, 13:22
AI uses Walking Atlas to put a land into play even though it can still play a land normally. It would make sense for the AI to first play a land, and then activate Walking Atlas to put one more land into play if it has one more (so, basically, I guess it should consider activating the ability in M2 as opposed to M1), otherwise it ends up tapping Walking Atlas for no good effect.
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Re: Card AI (Improvements) Requests
by SecretCaveman » 28 Jun 2013, 19:10
AI uses Threaten on my 0/1 Eldrazi Spawn Token and doesn't even sacrifice it before it returns to me
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Re: Card AI (Improvements) Requests
by Proteus » 29 Jun 2013, 17:22
AI chooses not to Rift Bolt me when I control no creatures, instead leaving it exiled permanently.
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Re: Card AI (Improvements) Requests
by Sloth » 30 Jun 2013, 10:05
Fixed! Thanks xbon.xbon wrote:AI Also equips the same creature twice with Thornbite Staff
Fixed! Thanks gos.gos wrote:AI proliferates time counters on my Waning Wurm when I kill its Core Prowler.
Coat of Arms will no longer appear in random decks. Thanks jsv and Bundy.Bundy wrote:This has happened to me many times.jsv wrote:AI casts Coat of Arms in situations when only the opponent benefits from it. (Like, AI has a couple of mismatched creatures, I have 5 drakes. AI casts Coat of Arms and dies next turn.)
Maybe the AI should not be able to have Coat of Arms in a random build deck?
SecretCaveman wrote:And another: AI uses Simic Charm to bounce an Azorius Arrester (2/1 with ETB-Trigger) instead of my 2/1 Firststrike Wolf Pet.
Fixed! Thanks SecretCaveman.SecretCaveman wrote:AI uses Threaten on my 0/1 Eldrazi Spawn Token and doesn't even sacrifice it before it returns to me
Don't post about cards here that are marked as not playable by the AI.freddyjsg wrote:AI isn't using signets for mana
Fixed! Thanks Proteus.Proteus wrote:AI chooses not to Rift Bolt me when I control no creatures, instead leaving it exiled permanently.
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Re: Card AI (Improvements) Requests
by Haytrid » 30 Jun 2013, 18:07
So are these the types of situations I should be reporting for AI improvements?
Bomber Corps
Computer had Bomber Corps in play and many other creatures.
Chose to attack me I had 2 life left, a 1/1 flyer out. He had a 4/4 angel. He chose to do the damage to me rather than kill my blocker and let the angel kill me. I chump blocked his angel with my spirit and killed his angel during my turn.
Now I'm at 1 life. I managed to get blockers to a stand-still. He could have attacked any time and killed me just by plinking me for the 1 on the attack. He chose not to for six turns and I went on to win the game.
Bomber Corps
Computer had Bomber Corps in play and many other creatures.
Chose to attack me I had 2 life left, a 1/1 flyer out. He had a 4/4 angel. He chose to do the damage to me rather than kill my blocker and let the angel kill me. I chump blocked his angel with my spirit and killed his angel during my turn.
Now I'm at 1 life. I managed to get blockers to a stand-still. He could have attacked any time and killed me just by plinking me for the 1 on the attack. He chose not to for six turns and I went on to win the game.
Re: Card AI (Improvements) Requests
by Proteus » 01 Jul 2013, 19:05
AI gives intimidate granted by Shadow Alley Denizen to creatures with summoning sickness when it has better options available.
AI searches for Bound in Silence with Amrou Scout when I control no creatures, with other Amrou Scouts still in its library.
AI should really be playing AEther Spellbomb in first main phase. Seeing it make a suicidal attack to put me to 1 life then bounce my creature afterwards is kinda sad.
AI searches for Bound in Silence with Amrou Scout when I control no creatures, with other Amrou Scouts still in its library.
AI should really be playing AEther Spellbomb in first main phase. Seeing it make a suicidal attack to put me to 1 life then bounce my creature afterwards is kinda sad.
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Re: Card AI (Improvements) Requests
by cc-drake » 03 Jul 2013, 12:17
AI activates his Zuran Orb each turn even if he's at 20 life.
Re: Card AI (Improvements) Requests
by SecretCaveman » 03 Jul 2013, 18:32
AI sometimes uses no ability of Vraska the Unseen on his turn (+1 is always favorable)
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Re: Card AI (Improvements) Requests
by Agetian » 04 Jul 2013, 05:59
I'm not sure if this is just currently not implemented, I'm missing something, or if it's a bug, but I decided to post it anyway: I finally got to playing some Planechase matches and I noticed that the AI doesn't seem to ever use the "Roll the Planar Dice" ability. I played something like six matches, all with different planes in play, sometimes planeswalking to other planes as well, and the AI didn't seem to care about them at all in any way. I guess it would have made the mode more interesting if the AI utilized the planes in at least some way.
EDIT: Oh, I actually figured out by looking at the source that it's not currently implemented. I made a commit to the SVN adding the basic framework for a potential AI that can decide to roll the die on specific planes (I've checked the planes out and I think that some can be beneficial for the AI to roll from time to time or even always). I haven't made any changes to the plane definitions as such so the AI will currently still not roll the die. Feel free to expand this AI framework as necessary (I guess that implementing AIHintRollDie=Always for many "safer" planes while leaving the more "unpredictable"/"negative" ones at the default AIHintRollDie=Never may actually be a good start). AIHintRollDieChance specifies the random chance of rolling the planar die, and AIHintRollDieMaxPerTurn specifies the maximum number of rolls per turn (it probably makes sense to set this to 1 for some of the planes or something).
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EDIT: Oh, I actually figured out by looking at the source that it's not currently implemented. I made a commit to the SVN adding the basic framework for a potential AI that can decide to roll the die on specific planes (I've checked the planes out and I think that some can be beneficial for the AI to roll from time to time or even always). I haven't made any changes to the plane definitions as such so the AI will currently still not roll the die. Feel free to expand this AI framework as necessary (I guess that implementing AIHintRollDie=Always for many "safer" planes while leaving the more "unpredictable"/"negative" ones at the default AIHintRollDie=Never may actually be a good start). AIHintRollDieChance specifies the random chance of rolling the planar die, and AIHintRollDieMaxPerTurn specifies the maximum number of rolls per turn (it probably makes sense to set this to 1 for some of the planes or something).
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Re: Card AI (Improvements) Requests
by SecretCaveman » 04 Jul 2013, 10:41
AI uses Sneak Attack to put creatures without ETB effect into play in his second mainphase. (so all they do is getting sacrificed again).
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Re: Card AI (Improvements) Requests
by cc-drake » 04 Jul 2013, 11:49
AI doesn't play lands exiled with Uba Mask.
Re: Card AI (Improvements) Requests
by Marek14 » 04 Jul 2013, 21:30
AI cast Fireball with X = 1 and two targets, so the damage got rounded down to 0. This can be useful if one of the targets is Phantasmal Bear or something, but not in general case.
Re: Card AI (Improvements) Requests
by friarsol » 05 Jul 2013, 00:11
Looks like Forgotten Harvest in the Hulk Quest deck (the one that sacrifices a lot of lands) doesn't actually know how to target.
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Re: Card AI (Improvements) Requests
by cc-drake » 05 Jul 2013, 06:31
AI uses Baton of Morale to give his creatures multiple instances of Banding, and then doesn't attack with these.
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