Pauper format
by ubeefx
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Pauper format
by madmarcel » 22 Jul 2011, 10:31
Added a 'pauper' deck mode to MagArena...
but couldn't figure out why the software kept generating decks full of rares...
Turns out the card definition files have typos in them...
Cunning Sparkmage
Murderous Redcap
Furnace Whelp
Vulshok Refugee
Goblin Chieftain
Rise of the Hobgoblins
Tattermunge Maniac
Trusty Machete
Bloodmark Mentor
Glorious Anthem
and many many more...
but couldn't figure out why the software kept generating decks full of rares...
Turns out the card definition files have typos in them...

Cunning Sparkmage
Murderous Redcap
Furnace Whelp
Vulshok Refugee
Goblin Chieftain
Rise of the Hobgoblins
Tattermunge Maniac
Trusty Machete
Bloodmark Mentor
Glorious Anthem
and many many more...

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madmarcel - Posts: 18
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madmarcel - Posts: 18
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Re: Pauper format
by melvin » 22 Jul 2011, 12:46
>Turns out the card definition files have typos in them...
Which "card definition files"? I hope it is not the ones released with the game...
Nice work on the format selection and added deck generators. Would love to see them in next release. Let me know how we can work together on this.
Which "card definition files"? I hope it is not the ones released with the game...
Nice work on the format selection and added deck generators. Would love to see them in next release. Let me know how we can work together on this.
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melvin - AI Programmer
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Re: Pauper format
by madmarcel » 23 Jul 2011, 03:55
Not quite finished with the new deck generator, but will send you a copy of the code when I get it all working
Only required three new Classes to get that working.
I'm just tinkering with the code and adding bits and pieces here and there
mostly for my own enjoyments, quite likely that I'll add a feature that you
don't like or don't want BTW. My focus is not on the AI (yet).
Question:
To get that tribal format to work properly, I'd need to add the full card text for each card to cards.txt and cards2.txt...
Is that likely to cause any (legal) issues?
My idea for the tribal format was to get my deck-generator to pick a (common) creature-type in the selected mana colours and then build a deck around that, and of course with a full-text search of each card it could find other creature-type related cards and make the deck a real tribal deck as opposed to just adding a bunch of random instants, sorceries, etc.
(Quite possible that it would add 'hoser' cards for the creature-type as well, but that will just add to the fun
Anyway, to get back on topic:
As an example, Tattermunge Maniac and Goblin Chieftain are not common.


From "cards.txt"
>Tattermunge Maniac
image=http://magiccards.info/scans/en/shm/219.jpg
value=1
rarity=C
type=Creature
subtype=Goblin,Warrior
color=rg
converted=1
cost={R/G}
power=2
toughness=1
ability=attacks each turn if able
timing=main
>Goblin Chieftain
image=http://magiccards.info/scans/en/m11/141.jpg
value=3
rarity=C
type=Creature
subtype=Goblin
color=r
converted=3
cost={1}{R}{R}
power=2
toughness=2
ability=haste
static=player
timing=fmain
Easy to fix and edit, but quite a bit of work to go through the whole lot and check and correct them...

I'm just tinkering with the code and adding bits and pieces here and there
mostly for my own enjoyments, quite likely that I'll add a feature that you
don't like or don't want BTW. My focus is not on the AI (yet).


To get that tribal format to work properly, I'd need to add the full card text for each card to cards.txt and cards2.txt...
Is that likely to cause any (legal) issues?
My idea for the tribal format was to get my deck-generator to pick a (common) creature-type in the selected mana colours and then build a deck around that, and of course with a full-text search of each card it could find other creature-type related cards and make the deck a real tribal deck as opposed to just adding a bunch of random instants, sorceries, etc.
(Quite possible that it would add 'hoser' cards for the creature-type as well, but that will just add to the fun

Anyway, to get back on topic:
As an example, Tattermunge Maniac and Goblin Chieftain are not common.


From "cards.txt"
>Tattermunge Maniac
image=http://magiccards.info/scans/en/shm/219.jpg
value=1
rarity=C
type=Creature
subtype=Goblin,Warrior
color=rg
converted=1
cost={R/G}
power=2
toughness=1
ability=attacks each turn if able
timing=main
>Goblin Chieftain
image=http://magiccards.info/scans/en/m11/141.jpg
value=3
rarity=C
type=Creature
subtype=Goblin
color=r
converted=3
cost={1}{R}{R}
power=2
toughness=2
ability=haste
static=player
timing=fmain
Easy to fix and edit, but quite a bit of work to go through the whole lot and check and correct them...
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madmarcel - Posts: 18
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Re: Pauper format
by melvin » 23 Jul 2011, 13:30
Sounds good. If possible, it would be easier to work in the changes in over a number of patches/commits rather one big patch.madmarcel wrote:Not quite finished with the new deck generator, but will send you a copy of the code when I get it all workingOnly required three new Classes to get that working.
I'm pretty much doing the same thing. It has been rather lonely so far and it will be good for the project to have more diversity. All changes are welcome and encouraged. When the author feels that it is ready, it will be made available in the next release. After that it is up to the users to tell us what works and what didn't.madmarcel wrote:I'm just tinkering with the code and adding bits and pieces here and there
mostly for my own enjoyments, quite likely that I'll add a feature that you
don't like or don't want BTW. My focus is not on the AI (yet).
I think it is fine, the code already contains part of the text in the game log message.madmarcel wrote:To get that tribal format to work properly, I'd need to add the full card text for each card to cards.txt and cards2.txt...
Is that likely to cause any (legal) issues.?
Cool, will be fun to pit different tribes against one another.madmarcel wrote:My idea for the tribal format was to get my deck-generator to pick a (common) creature-type in the selected mana colours and then build a deck around that, and of course with a full-text search of each card it could find other creature-type related cards and make the deck a real tribal deck as opposed to just adding a bunch of random instants, sorceries, etc.
(Quite possible that it would add 'hoser' cards for the creature-type as well, but that will just add to the fun
That's a serious problem. I have been doing some work in using the XML data provided by Arch to generate the cards.txt file semi automatically, that should fix these issues with the rarities. Not sure when that will get done. In the mean time, it will be good to fix the few that you've spotted.madmarcel wrote:Anyway, to get back on topic:
As an example, Tattermunge Maniac and Goblin Chieftain are not common.
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Re: Pauper format
by ubeefx » 23 Jul 2011, 14:18
The rarities were picked by me and are not always the same as those on the cards.
The idea was that the deck generator could use a maximum of :
- 3 times same card for common
- 2 times same card for uncommon
- 1 time same card for rare (legendary cards were also made rare)
The idea was that the deck generator could use a maximum of :
- 3 times same card for common
- 2 times same card for uncommon
- 1 time same card for rare (legendary cards were also made rare)
Re: Pauper format
by madmarcel » 24 Jul 2011, 05:05
Aha, that explains it.
So what I'll do then is use the extracted card data I saw in another forum on this board, and regenerate the cards.txt and cards2.txt files, which will ensure that all the rarities are correct, and I can automatically add any extra data that I might need.
e.g. generate a deck for a specific block only - so random block deck versus random block deck, don't think we have quite enough cards for that but I'm sure we'll get there eventually
So what I'll do then is use the extracted card data I saw in another forum on this board, and regenerate the cards.txt and cards2.txt files, which will ensure that all the rarities are correct, and I can automatically add any extra data that I might need.
e.g. generate a deck for a specific block only - so random block deck versus random block deck, don't think we have quite enough cards for that but I'm sure we'll get there eventually

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