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Decks for the AI

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Re: Decks for the AI

Postby Beached As » 12 Apr 2010, 05:33

I've been playing around with a milling deck which i think the AI can use.

Mill:
-------------------------
22 Land
13 Island
9 Swamp

16 Creatures:
2 Arcanis the Omnipotent
4 Hedron Crab
3 Nemesis of Reason
4 Raven Guild Master
3 Scalpelexis

22 Other:
4 Counterspell
4 Glimpse the Unthinkable
4 Jace Beleren
2 Haunting Echoes
4 Mind Funeral
4 Tome Scour
-------------------------

I've been milled on the computer's sixth turn by this deck, but i still think this deck can be made faster.
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Re: Decks for the AI

Postby Chris H. » 12 Apr 2010, 19:28

I Missed one of the quest mode AI decks when I posted the archieve several messages ago and I will attach this last deck to the end of this message.

I also updated my deck info listing. This listing contains the deck name the difficulty rating (easy/medium/hard) and a brief deck description.


`
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Quest decks listing 03-31-2010 Rev2.txt.zip
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Da Vinci 3.zip
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Re: Decks for the AI

Postby DennisBergkamp » 13 Apr 2010, 19:01

I didn't know we had that list Chris... Anyway, I've added it to the quest mode's main menu for reference (see screenshot). In my 100+ quest games, I STILL don't know which opponent plays what deck (sure, I think Indiana Jones 3 plays some multi color weenie deck, but I really have no clue what Gengis Khan, Kojak 3, Magneto and Iceman play).

I've also started making some other changes to the Quest code, there will be two Quest modes (I've just called them Realistic and Fantasy for now). Realistic is basically what Quest mode is right now, Fantasy would lean more towards Shandalar (except with the running around on the map part), and include a few extra RPG elements. For this new mode I would definitely need a bunch of extra decks (preferrably theme-based), so keep 'em coming :mrgreen:
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Re: Decks for the AI

Postby Chris H. » 13 Apr 2010, 20:27

Nice work. If a monospaced font can be used to display this text then I could replace the tabs with just spaces and everything would line up properly. Will this listing be a part of the code or will there be a .txt file that is read in?

Oh, on needing additional AI decks ... :wink:

I know that it would be a lot of work and Silly Freak is very busy with school and his own project. It would be nice if we could use his deck coding and formating as a template and re-do the whole questData and easy/medium/hard files structure. The current system is difficult for other people to understand and use in creating and importing new decks into the quest mode.

Imagine two folders located inside the /quest/ folder. We can call them /Me/ and /Computer/ ? The /Me/ folder has a "Card Pool.txt" and this lists the cards currently included in our card pool and is updated as we buy/win and sell cards. The /Me/ folder also will hold individual deck files using SF's .dck format.

The /Computer/ folder contains the various AI decks as separate .dck files. Imagine dropping the .dck files that I included in an archive several messages back into this /Computer/ folder.

We could ditch the easy//hard files and include the number 1 or 2 or medium 3 at the end of the deck name. The code could then place the deck in the appropriate difficulty category via these deck name numbers. The game itself could also be written to not display the number following the deck name in-game where we choose an opponent to duel. Keep people guessing.
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Re: Decks for the AI

Postby Chris H. » 13 Apr 2010, 20:29

Beached As wrote:I've been playing around with a milling deck which i think the AI can use.
`
I played your Mill deck against my 40 card BW quest deck and won one match and lost the other. This is a tough deck to beat with a 40 card deck.

It appears to need a wee bit more mana but I could be mistaken. Replacing several of the Island and Swamp with dual color lands would help somewhat. I think that this deck will likely be considered one of the hard decks and as such should have a Mox Jet and Mox Sapphire. I am not sure what 2 cards these mox would replace.

A good idea for an AI deck, I like it. It may need some minor adjustment.
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Re: Decks for the AI

Postby Chris H. » 13 Apr 2010, 20:30

People who are creating AI decks for quest mode may want to have several decks that they can play against the AI deck they are creating for testing purposes. I started a quest using the new quest with card factory code last week. I liked my initial card pool and designed a 40 card BW deck staring the Voracious Hatchling.

I exported the earliest deck that I still had as part of the questData file and converted it into a constructed deck .dck file. This deck is attached below. Happy AI deck testing.

`
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Re: Decks for the AI

Postby DennisBergkamp » 13 Apr 2010, 20:43

Chris H. wrote:Nice work. If a monospaced font can be used to display this text then I could replace the tabs with just spaces and everything would line up properly. Will this listing be a part of the code or will there be a .txt file that is read in?

Oh, on needing additional AI decks ... :wink:

I know that it would be a lot of work and Silly Freak is very busy with school and his own project. It would be nice if we could use his deck coding and formating as a template and re-do the whole questData and easy/medium/hard files structure. The current system is difficult for other people to understand and use in creating and importing new decks into the quest mode.

Imagine two folders located inside the /quest/ folder. We can call them /Me/ and /Computer/ ? The /Me/ folder has a "Card Pool.txt" and this lists the cards currently included in our card pool and is updated as we buy/win and sell cards. The /Me/ folder also will hold individual deck files using SF's .dck format.

The /Computer/ folder contains the various AI decks as separate .dck files. Imagine dropping the .dck files that I included in an archive several messages back into this /Computer/ folder.

We could ditch the easy//hard files and include the number 1 or 2 or medium 3 at the end of the deck name. The code could then place the deck in the appropriate difficulty category via these deck name numbers. The game itself could also be written to not display the number following the deck name in-game where we choose an opponent to duel. Keep people guessing.
Currently I just put it into the code using a StringBuilder, it would be nice if we could have the text line up.
Yeah, I agree it would be cool to have the quest decks/card pool using Silly Freak's deck format. But to be honest, I have no idea how to implement that :(
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Re: Decks for the AI

Postby Beached As » 15 Apr 2010, 16:00

Cheers, for testing out the deck. I decided to do some more testing and made quite a large number of changes, basically i included more cards that speed the deck up and counter against threats. I also added some of the broken cards (if this is to be considered a hard deck). Adding the moxes should help with the slight mana problem.

Mill:
-------------------------
22 Land:
11 Island
7 Swamp
4 Underground Sea

6 Creatures:
4 Hedron Crab
2 Nemesis of Reason

32 Other:
1 Ancestral Recall
4 Counterspell
2 Damnation
2 Divination
4 Glimpse the Unthinkable
2 Jace, the Mind Sculptor
4 Howling Mine
3 Mind Funeral
1 Mox Jet
1 Mox Sapphire
4 Remove Soul
1 Time Walk
3 Tome Scour
-------------------------

Btw, the fantasy quest mode seems like a great idea :)
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Re: Decks for the AI

Postby DennisBergkamp » 15 Apr 2010, 19:23

Nice work. If a monospaced font can be used to display this text then I could replace the tabs with just spaces and everything would line up properly. Will this listing be a part of the code or will there be a .txt file that is read in?
Actually, I got it all to line up just by adding a few tabs :)
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Re: Decks for the AI

Postby Chris H. » 15 Apr 2010, 19:53

DennisBergkamp wrote:Yeah, I agree it would be cool to have the quest decks/card pool using Silly Freak's deck format. But to be honest, I have no idea how to implement that :(
`
I am currently in the same position. But it is all good. I do not mind importing people's AI decks into the quest data files for them. :D
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Re: Decks for the AI

Postby Chris H. » 15 Apr 2010, 22:12

This is a 3 color 60 card deck that was created in quest mode. This deck is for play testing purposes. Place this deck in your deck folder and select this deck as the one that you will play against the computer.




`
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UBR 60 Card Quest.dck.zip
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Re: Decks for the AI

Postby Chris H. » 16 Apr 2010, 21:35

Beached As wrote:Cheers, for testing out the deck. I decided to do some more testing and made quite a large number of changes
`
I played both my 40 and 60 card quest decks against this new version of your mill deck. I will add this one to the questdata files ... it is a keeper. Thank you. :)
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Re: Decks for the AI

Postby Chris H. » 16 Apr 2010, 21:37

This is a deck that spent some time as a quest AI deck and was removed when I received a complaint. All things considered, I plan to re-add this deck and hope that people will be happy, though this is a very hard deck to beat.




`
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R2-D2.zip
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Last edited by Chris H. on 17 Apr 2010, 16:10, edited 2 times in total.
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Re: Decks for the AI

Postby Chris H. » 17 Apr 2010, 12:05

Here is a deck for the computer based on The Rack. It works fairly well but it can be beat.




`
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AI The Rack.zip
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Re: Decks for the AI

Postby Chris H. » 18 Apr 2010, 01:54

I just added the last three decks to the questData files. These files can be found here Re: Helper Files - tokens, cards pictures, set editor

You will need to start a new quest.


Dennis, here is the info for these three decks:

Code: Select all
Dr No   hard   The Rack, Balance, Propaganda, discard spells
Harry Potter   hard   Beached As' deck, various milling cards, some speed up and counter spells
R2-D2   hard   Black Vice, bounce (Boomerang) spells, Howling Mine
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