AI vs AI mode
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AI vs AI mode
by FabioFLX » 08 May 2012, 15:38
Although Forge AI is (still) not perfect it allows a very good playtesting for decks in their first stages of construction.
To tune these decks I use Forge to play a lot of games against the most famous decks; this allows me to quickly find the strenght and the weakness of these ideas.
This kind of use could be really improved allowing Forge to be used in an "AI vs AI" mode.
The human user will be just a spectator with the ability to check the key-moments of each game.
Is this a bad idea, and if not, is it achievable?
Thanks,
Fabio
To tune these decks I use Forge to play a lot of games against the most famous decks; this allows me to quickly find the strenght and the weakness of these ideas.
This kind of use could be really improved allowing Forge to be used in an "AI vs AI" mode.
The human user will be just a spectator with the ability to check the key-moments of each game.
Is this a bad idea, and if not, is it achievable?
Thanks,
Fabio
Re: AI vs AI mode
by Doublestrike » 09 May 2012, 00:01
Of course not a bad idea! Should be achievable, yes, but it's a human resources question. Same with new game modes (commander, for instance).FabioFLX wrote:Is this a bad idea, and if not, is it achievable?
Right now the dev team is a bit thin.

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Re: AI vs AI mode
by FabioFLX » 09 May 2012, 08:39
Thanks for your replies.
I really like the Forge mechanics so I'd like it to have the feature rater then Wagic.
Well, I am an experienced programmer at least. I'll give a look at the code to understand if I could be of any help to the team. Ok?
cy
Fabio
I really like the Forge mechanics so I'd like it to have the feature rater then Wagic.
Well, I am an experienced programmer at least. I'll give a look at the code to understand if I could be of any help to the team. Ok?
cy
Fabio
Re: AI vs AI mode
by Chris H. » 09 May 2012, 09:55
Doublestrike wrote:Of course not a bad idea! Should be achievable, yes, but it's a human resources question. Same with new game modes (commander, for instance).FabioFLX wrote:Is this a bad idea, and if not, is it achievable?
Right now the dev team is a bit thin.
Yeah, real life situations have a tendency to limit the amount of time that we all can devote to our project.

An extra set of hands is always appreciated.
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Re: AI vs AI mode
by mark » 09 May 2012, 19:28
could you write a howto for creating a new game mode? e.g. which classes in which files are to modify to set the number of players, configure the gametable, set player's lifecounters, create teams, add additional zones to the game like the command zone, add additional decks to the game (like scheme/planechase cards), create a folder for special decks to these game modes...
With this information one should have all necessary information to write 2 headed giant, commander, highlander, planechase, archenemy and others if needed.
With this information one should have all necessary information to write 2 headed giant, commander, highlander, planechase, archenemy and others if needed.
Re: AI vs AI mode
by Hellfish » 09 May 2012, 19:58
That howto would sadly be annoyingly broad and consist mostly of variations on "This is not implemented anywhere yet.", in all likelihood. For example, there is no notion of teams whatsoever and alot of code simply assumes there is exactly two players. The command zone exists, but no code uses it. (Except Effects/Emblems?)mark wrote:could you write a howto for creating a new game mode? e.g. which classes in which files are to modify to set the number of players, configure the gametable, set player's lifecounters, create teams, add additional zones to the game like the command zone, add additional decks to the game (like scheme/planechase cards), create a folder for special decks to these game modes...
With this information one should have all necessary information to write 2 headed giant, commander, highlander, planechase, archenemy and others if needed.
Baby steps like making all abilities/effects player[type|amount]-agnostic is probably a good place to start,though.
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Re: AI vs AI mode
by FabioFLX » 10 May 2012, 09:08
Well, yesterday I began writing some code on Forge using Eclipse/SVN/Maven on my Linux machine.Chris H. wrote:
Yeah, real life situations have a tendency to limit the amount of time that we all can devote to our project.
An extra set of hands is always appreciated.
I must admit the project is really well organized!

I'm going to check the dev forum to understand what is first needed for the project to be realized.
My first try will surely be allowing cards like Grand Architect to give mana with limited usability. Should I go on on this or are there more relevant fixes you need to handle first?
Re: AI vs AI mode
by Chris H. » 10 May 2012, 10:49
FabioFLX wrote:Well, yesterday I began writing some code on Forge using Eclipse/SVN/Maven on my Linux machine.
I must admit the project is really well organized!In less then an hour I had the possibility to add a new Ability for a fiction card and it worked like a charm right from the first build.
I'm going to check the dev forum to understand what is first needed for the project to be realized.
My first try will surely be allowing cards like Grand Architect to give mana with limited usability. Should I go on on this or are there more relevant fixes you need to handle first?
People tend to work on various areas of the project. Developing a strong interest in one area or another helps to provide some incentive.
Join us on the dev forum by all means.

Mana restrictions could be a good first project. Sol has some ideas on this portion of the project and would likely provide a few solid ideas on how to handle this...
Some people have suggested that it would be easier to implement AI vs AI than human vs human.
A good AI vs AI mode would be enhanced by also improving the AI so that it could make better choices. Sol and Sloth have done some work on this over the last year or so.
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