Bug reports
by ubeefx
Moderators: ubeefx, beholder, melvin, ShawnieBoy, Lodici, CCGHQ Admins
Re: Bug reports
by jeffwadsworth » 26 Oct 2011, 04:48
I was playing against the masterful min/max...default. I played the same deck several other times, and it did not animate RR incorrectly again. I will take a screenshot if it happens again. Thanks for the quick response.melvin wrote:Which AI were you playing against? and did the AI have sufficient mana to activate Raging Ravine without tapping it?jeffwadsworth wrote:AI had a Raging Ravine in play. It animated it, but used the RR's own mana ability to pay for it, thus tapping it. We had a similar issue in Forge.
I asked this because we used a simple trick to avoid the AI tapping RR to activate it by requiring the AI to have at least 1RRGG free before it can activate the ability (the actual cost is 2RG). Note that this does not actually prevent the AI from tapping Raging Ravine to pay the cost, just that it should always have an alternative that does not involve tapping Raging Ravine, and hopefully the alternative should be scored higher.
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Re: Bug reports
by jeffwadsworth » 27 Oct 2011, 22:37
Elesh Norn, Grand Cenobite gives itself a bonus. It should only give other creatures you control the bonus.
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Re: Bug reports
by beholder » 28 Oct 2011, 03:12
Fixed. Thank you!jeffwadsworth wrote:Elesh Norn, Grand Cenobite gives itself a bonus. It should only give other creatures you control the bonus.
If debugging is the process of removing bugs, then programming must be the process of putting them in.
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Crash report
by Aswan jaguar » 28 Oct 2011, 10:45
I had this crash 3,4 times after playing for some hour when trying to play a card the game crashed it is not a particular card though,anyway you know better crash report bellow:
- | Open
- CRASH REPORT FOR MAGARENA THREAD Thread[Thread-2770,1,main]
CREATED ON 2011/10/28 13:40:20
Turn : 4 Phase : FirstMain Step : ActivePlayer Player : asi Score : 312
0] Player : asi Life : 20 Delayed : Total=0
- Hand : Ashcoat Bear
- Hand : Garruk's Companion
- Hand : Mountain
- Hand : Rhox Charger
- Hand : Fervor
- Hand : Rootwalla
- Hand : Akoum Boulderfoot
- Permanent : Savage Lands
- Permanent : Rupture Spire Tapped Summoned
1] Player : Computer Life : 18 Delayed : Total=0
- Hand : Solemn Offering
- Hand : Divination
- Hand : Sunblast Angel
- Hand : Sea Eagle
- Hand : Air Servant
- Permanent : Hallowed Fountain Tapped Summoned
- Permanent : Seachrome Coast Tapped
- Permanent : Mistral Charger Power : 2 Toughness : 1 Damage : 0 Summoned
Stack : 1
- Name : Rupture Spire Player : asi
1. MagicRemoveCardAction (Seachrome Coast) = 500
2. MagicPlayCardAction (Seachrome Coast) = -805
3. MagicRemoveCardAction (Savage Lands) = -650
4. MagicPlayCardAction (Savage Lands) = 954
5. MagicTapAction (Savage Lands) = 0
6. MagicRemoveCardAction (Hallowed Fountain) = 500
7. MagicPlayCardAction (Hallowed Fountain) = -804
8. MagicChangeLifeAction (Computer,-2) = 400
9. MagicTapAction (Hallowed Fountain) = 5
10. MagicTapAction (Seachrome Coast) = 5
11. MagicRemoveCardAction (Mistral Charger) = 190
12. MagicPutItemOnStackAction (MagicCardOnStack,Mistral Charger) = 1
13. MagicPlayCardFromStackAction (Mistral Charger) = -1059
14. MagicUntapAction (Savage Lands) = 5
15. MagicRemoveCardAction (Rupture Spire) = -900
16. MagicPlayCardAction (Rupture Spire) = 1203
17. MagicPutItemOnStackAction (MagicTriggerOnStack,Rupture Spire) = -1
18. MagicTapAction (Rupture Spire) = 0
Score = 314
Exception from controller.runGame: com.sun.java.swing.plaf.nimbus.DerivedColor$UIResource cannot be cast to java.awt.Font
java.lang.ClassCastException: com.sun.java.swing.plaf.nimbus.DerivedColor$UIResource cannot be cast to java.awt.Font
at com.sun.java.swing.plaf.nimbus.NimbusStyle.getFontForState(Unknown Source)
at javax.swing.plaf.synth.SynthStyle.installDefaults(Unknown Source)
at com.sun.java.swing.plaf.nimbus.NimbusStyle.installDefaults(Unknown Source)
at javax.swing.plaf.synth.SynthStyle.installDefaults(Unknown Source)
at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(Unknown Source)
at javax.swing.plaf.synth.SynthPanelUI.updateStyle(Unknown Source)
at javax.swing.plaf.synth.SynthPanelUI.installDefaults(Unknown Source)
at javax.swing.plaf.basic.BasicPanelUI.installUI(Unknown Source)
at javax.swing.plaf.synth.SynthPanelUI.installUI(Unknown Source)
at javax.swing.JComponent.setUI(Unknown Source)
at javax.swing.JPanel.setUI(Unknown Source)
at javax.swing.JPanel.updateUI(Unknown Source)
at javax.swing.JPanel.<init>(Unknown Source)
at javax.swing.JPanel.<init>(Unknown Source)
at magic.ui.choice.MayChoicePanel.<init>(MayChoicePanel.java:38)
at magic.model.choice.MagicMayChoice.getPlayerChoiceResults(MagicMayChoice.java:134)
at magic.ui.GameController.getPlayerNextEventChoiceResults(GameController.java:385)
at magic.ui.GameController.executeNextEventWithChoices(GameController.java:396)
at magic.ui.GameController.runGame(GameController.java:488)
at magic.ui.GamePanel$9.run(GamePanel.java:241)
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: Bug reports
by beholder » 28 Oct 2011, 11:11
I see you reported this earlier and if I'm not mistaken, that crash was fixed shortly after your first report but it was never mentioned here that it was fixed.
Hopefully I'm correct and 1.19 will get rid of this crash.
Anyway, thanks for reporting it.
Hopefully I'm correct and 1.19 will get rid of this crash.
Anyway, thanks for reporting it.
If debugging is the process of removing bugs, then programming must be the process of putting them in.
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Re: Bug reports
by jeffwadsworth » 28 Oct 2011, 17:04
I included a snapshot of the situation. The AI attacked with a creature that will die a certain death with no gain. Verified by playing through turn.
AI attacked with unmodified Scroll Thief.
I will block with a Master of Etherium.
The issue is probably related to the */* power and toughness of the MoE.
AI attacked with unmodified Scroll Thief.
I will block with a Master of Etherium.
The issue is probably related to the */* power and toughness of the MoE.
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Re: Bug reports
by Milod » 29 Oct 2011, 13:09
skill lvl 5 the AI just attacks most of time with fiend hunter with no reason even if i got stronger monsters on my side the ai just kamikaze it and i get back my card from fiend hunter's ability
Re: Bug reports
by theguyver » 29 Oct 2011, 23:25
It could be my imagination but I swear v1.19's minmax AI is more suicidal than v1.18. I mean the computer attacks way too often when the only possible outcome is for it to lose it's attacking creatures.
Thanks for this awesome piece of work
Thanks for this awesome piece of work

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Re: Bug reports
by melvin » 30 Oct 2011, 01:58
jeffwadsworth, Milod: thanks for the feedback and observations.
theguyver: welcome to the forum
and thanks for your comments.
I think we may have been a little too aggressive with tweaking the minimax AI to avoid slow downs when there are many creatures around.
The bottleneck for us has always been computing blocking options, in 1.19 we reduced the threshold where we switch to a randomized blocking options generator. Below the threshold we evaluate almost all blocks exhaustively. This probably lead to the AI missing certain blocks that will kill its attackers.
theguyver: welcome to the forum

I think we may have been a little too aggressive with tweaking the minimax AI to avoid slow downs when there are many creatures around.
The bottleneck for us has always been computing blocking options, in 1.19 we reduced the threshold where we switch to a randomized blocking options generator. Below the threshold we evaluate almost all blocks exhaustively. This probably lead to the AI missing certain blocks that will kill its attackers.
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Re: Bug reports
by Milod » 30 Oct 2011, 02:52
oke but the AI block often enough already to make field less crowded and he block pretty good and argresiflymelvin wrote:jeffwadsworth, Milod: thanks for the feedback and observations.
theguyver: welcome to the forumand thanks for your comments.
I think we may have been a little too aggressive with tweaking the minimax AI to avoid slow downs when there are many creatures around.
The bottleneck for us has always been computing blocking options, in 1.19 we reduced the threshold where we switch to a randomized blocking options generator. Below the threshold we evaluate almost all blocks exhaustively. This probably lead to the AI missing certain blocks that will kill its attackers.


Re: Bug reports
by melvin » 30 Oct 2011, 05:57
The "recklessness" is actually the result of the AI not considering sufficient ways the player could block its attack. In order to decide on the effectiveness of an attack, the AI considers the different ways the attack could be blocked by the player. If the AI missed some of the possible blocks, it mistakenly thinks that the attack is successful when in reality there is a way to block that would nullify the attack.
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Re: Bug reports
by Aswan jaguar » 30 Oct 2011, 10:38
I just want to confirm the above mentioned AI malfunction to attack more often with a suicidal attack in Magarena 1.19.But I can't decide if I prefer it like this which the AI is(noticeably faster in my old pc) even if now and then it will make a suicidal attack or AI being at it's best. 
1)A crash report when I tried to load a save game:
Edit In fact it crashes in new duel,too.I tried several times and had equal crashes I closed some other programs that might cause the conflict but I still get the crashes.
2)AI attacks with Anaba Bodyguard and I block with my animated Kor Firewalker which dies despite his protection from red. Protection from red doesn't work.
3)Giant Growth wrongly costs W instead of G.

1)A crash report when I tried to load a save game:
- | Open
- CRASH REPORT FOR MAGARENA THREAD Thread[AWT-EventQueue-0,6,main]
CREATED ON 2011/10/30 12:53:57
MAGARENA VERSION 1.19, JRE 1.6.0_26, OS Windows XP_5.1 x86
Exception from controller.runGame: null
java.lang.NullPointerException
at magic.GraphicsUtilities.scale(GraphicsUtilities.java:58)
at magic.ui.theme.PlayerAvatar.<init>(PlayerAvatar.java:17)
at magic.data.AvatarImages.loadAvatar(AvatarImages.java:38)
at magic.data.AvatarImages.loadAvatars(AvatarImages.java:50)
at magic.data.AvatarImages.getAvatarIcon(AvatarImages.java:61)
at magic.ui.theme.AbstractTheme.getAvatarIcon(AbstractTheme.java:137)
at magic.ui.theme.CustomTheme.getAvatarIcon(CustomTheme.java:46)
at magic.ui.DuelPanel.<init>(DuelPanel.java:201)
at magic.ui.MagicFrame.showDuel(MagicFrame.java:372)
at magic.ui.MagicFrame.loadDuel(MagicFrame.java:414)
at magic.ui.VersionPanel.actionPerformed(VersionPanel.java:115)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Edit In fact it crashes in new duel,too.I tried several times and had equal crashes I closed some other programs that might cause the conflict but I still get the crashes.

2)AI attacks with Anaba Bodyguard and I block with my animated Kor Firewalker which dies despite his protection from red. Protection from red doesn't work.
3)Giant Growth wrongly costs W instead of G.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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Re: Bug reports
by beholder » 30 Oct 2011, 15:26
Thanks for doing so much testing.
I hope Melvin can tune the AI blocking to maybe be a bit less aggressive.
I personally don't mind to wait a few seconds longer if it means the AI's behavior is better.
1. I have no idea what that crash is about and I can't reproduce it on my end. Maybe it is something with the theme you were using?
2. Kor Firewalker was missing it's protection from red. I fixed it.
3. That is too weird! I checked the card text and play tested it and in both cases Giant Growth needs to be payed with G.
I hope Melvin can tune the AI blocking to maybe be a bit less aggressive.
I personally don't mind to wait a few seconds longer if it means the AI's behavior is better.
1. I have no idea what that crash is about and I can't reproduce it on my end. Maybe it is something with the theme you were using?
2. Kor Firewalker was missing it's protection from red. I fixed it.
3. That is too weird! I checked the card text and play tested it and in both cases Giant Growth needs to be payed with G.
If debugging is the process of removing bugs, then programming must be the process of putting them in.
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Re: Bug reports
by Aswan jaguar » 30 Oct 2011, 17:29
Is it possible your Magarena 1.19 version is different than the one I have?Because the Giant Growth bug is really strange.Did you cast it with green mana land or green-white?
Yes,my crash was theme or highlighted-theme thing the strange is I played several games like this yesterday with no problem,anyway problem solved.
On a second thought I prefer wait little more to have a better AI,too.Besides I do need a new and faster PC.
Yes,my crash was theme or highlighted-theme thing the strange is I played several games like this yesterday with no problem,anyway problem solved.
On a second thought I prefer wait little more to have a better AI,too.Besides I do need a new and faster PC.

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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: Bug reports
by beholder » 30 Oct 2011, 18:09
Well I tested this with my latest compiled version so it's not exactly the same as 1.19, but I looked through the changes made since then and none of them involve anything related to lands or mana.
I may misunderstand what the bug you describe is. When I click on Giant Growth, a message asks me to "Choose a mana source to pay
". So I don't see how a
mana producing land would actually show that bug. I tried it nevertheless and I can't reproduce it with any of those
lands.

I may misunderstand what the bug you describe is. When I click on Giant Growth, a message asks me to "Choose a mana source to pay





Solved how? If there are themes that can cause crashes like you had then I'd love to know which.Aswan jaguar wrote:Yes,my crash was theme or highlighted-theme thing the strange is I played several games like this yesterday with no problem,anyway problem solved.
Heh yeah, I'm actually about to buy a new pc somewhere in November. Hooray!!Aswan jaguar wrote:On a second thought I prefer wait little more to have a better AI,too.Besides I do need a new and faster PC.

If debugging is the process of removing bugs, then programming must be the process of putting them in.
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