^ Ok, so one of you guys is saying that the AI is behaving the way it's coded so there are no errors, just an imperfect AI, the other guy is saying, yes, but from the players perspective the way the current AI is coded can seem like a legit bug.
I have a feeling the AI is a bit better now - it sometimes doesn't apply pressure with pumpers (which it used to prioritieze 100% all the time before), but at least it's developing the board instead of setting himself up for instant removal on the pumper all the time. Which is kind of much, much better overall.
I haven't seen it "attack for 0" ever, though, before or now, so I'm a bit puzzled by this concern (I understand the concern in theory, but I haven't run into the problem in forge yet).
Can I ask another thing? Are you guys sure that the way the AI decides to attack or not is actually good? It's mostly hugely conservative and rarely goes for trades, almost never for attrition, and this would be ok for a simple AI, but it makes fantasy mode pets and plant way too good at putting a break on aggro decks.
A different thing - could the draft AI possibly be improved to "hate-draft"? I've been doing a time spiral quest, and I've noticed that if I draft with the way AI decides to attack or not in mind, certain stuff becomes even better than it ussually is. In Time spiral it's
Penumbra Spider - a high pick anyway, but it ussually means that if I slap one on the board the AI will rarely ever attack, and if I'm drafting something with a lot of fliers I ussually hate draft them with extreme prejudice.
The AI also underpicks various timeshifted stuff some of which just wins games - possibly because it can't play it, but leaving it in the pool is just suicide (
Void in case of TSP - I'm getting about 1-3 per draft, and it's a 1st pick under any possible circumstances regardless of what you're playing because whoever does pick it up will probably kill you with it).