Re: Getting Fallen Empires draft to work
I'm still pondering it, and there's several ways to go about it, but I think one of the better ones means that the array of attributes which define a card for draft (and also limited deckbuilding) in a particular set needs more fields.Marek14 wrote:What would be better implementation of pick order? Perhaps a two-dimensional system where value of any card could be increased or decreased by the specific cards you've already picked?
So that would enable, for example, cards to have tags like "splashable", so a card like Derelor or Icatian Phalanx could be picked but not cause other cards to go up and down in pick priority based on their color. Then you can have a tag called "dud", which would prevent a particular card from ever going up and down, so a card like Icatian Moneychanger would never get priority unless everything in the booster is also "dud". Then you can have a "quantity X" tag which would make that particular card go up or down depending on how many copies the AI already has - Goblin War Drums and Goblin Kites are like that.
Then you could have the triggers which make particular cards more appealing depending on whether you have another card, or which makes certain commons a priority if you early-pick a certain rare or uncommon. Deep Spawn is always an early pick, but if you have one or two, getting 1-2 High Tide becomes a priority.
Then you could have a tag which define a cards color identity (already probably present) so that, say, Dwarven Ruins would go up or down depending on the players color, even though they're a land.
And so on and so forth. There's another issue:
A major problem with a linear set-wide pick list is that not all colors have an equal distribution of bombs / key cards / highly efficent creatures at all rarities. This is, I think, why most set reviews don't use an unified pick list for the entire set, but separate it into Rares / Uncommons / Commons. In a vacuum, if a color has one or two highly efficient commons, it's easier to get locked into it early, and a universal pick list is going to be skewed in favor of those colors resulting in many people fighting over them. This is probably bad for the AI.
If im reading things correctly, the bestiaire list causes the AI to check the booster for certain black commons before it even checks for key rare and uncommon stuff in other colors, which leads to the situation where it will often go for a black common unless it opens one of the White rares. Which probably leads to a situation where every booster is checked for black commons before anything else, which then causes 3 things:
1) The colors are more often drafted one by one as more people prioritize black not because it's the strongest color but because it has the highest positions on an universal list
2) The AI is more likely to get stuck in black (causing legit bombs from other colors to drift around the table as low picks even if the AI can use them), as picking up black cards further increases the likelyhood of picking up more black cards.
3) All the fallout that comes from that, such as blue always being open to the player because the highest pick on the list is an unplayable rare, and it's key cards are all below a lot of commons and the AI's getting 4 color decks because they "fought over" the same colors in every booster, one color at the time, sequentially.
I'm still thinking about how to properly arrange cards in tiers where the AI would consider important rarer cards before the important commons. In any case making a more sensible universal list first is the way to go for now, even if it just means separating all the duds and moving stuff up and down, seeing how that works, then moving onto set-specific limited deckbuilding tweaks, and then moving forward.
EDIT: And ofc, getting as many cards in a set properly implemented for the AI as possible, and getting the AI to be able to put most of them in a deck. This means there'll probably be a bunch of bug reports and AI requests and questions about FE cards for a while, but that's actually a good thing. It just ends up with forge having more properly implemented cards and a more draftable set. It's like a "second pass" on general card implementation
I think. XD