Re: Proliferate and counters
Posted: 02 May 2014, 03:50
Also, for Clockspinning, it should value removing the counters under 'having any is bad' from its own permanents, or the ones where 'having any is good' from its opponent's permanents. Not sure how easy that would be to handle, though, and at least the ranking will keep the AI from doing utterly stupid things with it -- Clockspinning is a complicated enough card that the AI will probably never be able to get it quite right outside of trivial situations.Korath wrote:This'll be used to hint the AI whenever it's making a choice of counter type to add/move/remove etc, not just proliferate, so there's value in ranking them anyway. Clockspinning, for example, needs to know whether it should rate removing a time counter on a suspended card higher than adding a +1/+2 counter to a card on the bf.