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Re: Implementing NEW stuff to Magarena

PostPosted: 23 Apr 2014, 20:50
by ShawnieBoy
I guess an update on the TestScenarios and suicide attacks is warranted:

All my theories were wrong, and I've even tried (to the best of my ability) to replicate play states in test scenarios for each player, (cards in hand, permanents in play, life, turn number) Although generating a complete deck order for Testing is a bit much, even for me!

Haven't been able to make the AI do it again :(

Re: Implementing NEW stuff to Magarena

PostPosted: 24 Apr 2014, 03:20
by frank
Care to tell, what >>exactly<< you're looking for?

Re: Implementing NEW stuff to Magarena

PostPosted: 24 Apr 2014, 05:08
by hong yie
frank wrote:Care to tell, what >>exactly<< you're looking for?
maybe to replicate the decision made by suspected "stupid AI" ?
decision made by AI, in theory should be replicable. since its "artificial". :)
from my experience so far, this suicide decision seemed to occur mostly after turn 6(turn 12 in Magarena). decisions made in earlier turn seemed very deadly & competitive. maybe this what makes the replication harder, to imitate exact condition when the decision was made.

Re: Implementing NEW stuff to Magarena

PostPosted: 24 Apr 2014, 13:43
by ShawnieBoy
hong yie wrote:
frank wrote:Care to tell, what >>exactly<< you're looking for?
maybe to replicate the decision made by suspected "stupid AI" ?
decision made by AI, in theory should be replicable. since its "artificial". :)
from my experience so far, this suicide decision seemed to occur mostly after turn 6(turn 12 in Magarena). decisions made in earlier turn seemed very deadly & competitive. maybe this what makes the replication harder, to imitate exact condition when the decision was made.
Yup, that's what I've been looking for. Those 'suicide attacks' that appear to serve no purpose, but for the AI to have its attacking creatures die. There's something happening, but it's near impossible to 'make' the AI do it again. I've essentially been attempting to replicate a game save-state in a TestScenario. It sometimes feels as though the AI knows I'm watching...

Re: Implementing NEW stuff to Magarena

PostPosted: 24 Apr 2014, 14:06
by frank
"It sometimes feels as though the AI knows I'm watching..." if that were to be true, then kudos to Melvin!

But then again, I don't understand, why you wouldn't be able to replicate. For me it seems pretty common that the AI make attack decisions which don't serve any purpose other than to get rid of its own creatures.

Re: Implementing NEW stuff to Magarena

PostPosted: 24 Apr 2014, 18:25
by ShawnieBoy
frank wrote:"It sometimes feels as though the AI knows I'm watching..." if that were to be true, then kudos to Melvin!

But then again, I don't understand, why you wouldn't be able to replicate. For me it seems pretty common that the AI make attack decisions which don't serve any purpose other than to get rid of its own creatures.
That's kinda the point - if it could be replicated, it could be fixed as we could work out what's causing it. But as we (so far) can't, it's still eluding us as to why the AI is doing it.

There's a difference between making an attack that fails so you can do something with creatures in a graveyard etc. and just doing something a bit stupid.

Re: Implementing NEW stuff to Magarena

PostPosted: 25 Apr 2014, 19:56
by frank
Glasses of Urza. just found out that AI likes to attack senselessly, if it has ninjutsu cards on hand...

Re: Implementing NEW stuff to Magarena

PostPosted: 25 Apr 2014, 20:22
by ShawnieBoy
frank wrote:Glasses of Urza. just found out that AI likes to attack senselessly, if it has ninjutsu cards on hand...
Is that the creatures being ninja'd in are poor attackers? Otherwise it's kind of a good bluff.

Re: Implementing NEW stuff to Magarena

PostPosted: 25 Apr 2014, 21:20
by frank
attacked with augury owl once, had an silent-blade oni on hand, then atacked with a bane-alley broker (ZERO power) and had a mistblade on hand... gonna test that again (and always put on protective eyewear)

Re: Implementing NEW stuff to Magarena

PostPosted: 26 Apr 2014, 16:05
by ShawnieBoy
Changing NINJUTSU_CONDITION to a new MagicTiming will prob help.

Edit: Actually, removing the condition entirely, you can't activate abilities during the combat damage or end of combat steps, they're only for triggered abilities and effects.

Re: Implementing NEW stuff to Magarena

PostPosted: 06 May 2014, 06:18
by hong yie
can we add support for multiple (up to 4) pictures for a card in Magarena ?
it would be fun to see several different "mons goblin raider" in play right? :)

just an idea,

Re: Implementing NEW stuff to Magarena

PostPosted: 03 Jun 2017, 18:30
by Huggybaby
This is an old topic. ;)

I use the arrow keys to advance through phases. When I draw a card, and it zooms up above the playfield, I have to click to proceed (or wait for the timeout) and put the card in my hand, which breaks my flow. I'd like it if right arrow would work as well as a click.

Thanks!

Re: Implementing NEW stuff to Magarena

PostPosted: 03 Jun 2017, 21:12
by Lodici
Huggybaby wrote:This is an old topic. ;)

I use the arrow keys to advance through phases. When I draw a card, and it zooms up above the playfield, I have to click to proceed (or wait for the timeout) and put the card in my hand, which breaks my flow. I'd like it if right arrow would work as well as a click.

Thanks!
Good point, I have raised issue #1141 to address this. Currently, the space key will work.

Re: Implementing NEW stuff to Magarena

PostPosted: 03 Jun 2017, 22:12
by Huggybaby
Thank you.

Re: Implementing NEW stuff to Magarena

PostPosted: 04 Jan 2018, 14:51
by jerichopumpkin
Since lately the number of curses has risen, I was wondering if "enchant player" is planned in the near future