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Requests for AI improvements

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Re: Requests for AI improvements

Postby Aswan jaguar » 24 Apr 2017, 12:37

Flatten, Grasp of Darkness and others that share code with them are not used very good by AI.If I am not wrong AI is set to only cast them targeting 4 toughness creatures or creatures that need 4 damage to die.So in my tests:
- AI doesn't cast the card even to save itself from death by unblocked attacker if it doesn't have 4 toughness. or
- to take advantage by killing humans 3/3 creature that holds back AI's 3/3 creatures, or
- to deal with a creature with trample like Ball lightning or
- and possibly not deal with an indestructible creature of toughness less than 4.(this not tested) etc.
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2017-04-24_151230.jpg
AI not casting Flatten to unblocked creature and dies.
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Trying to squash some bugs and playtesting.
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Re: Requests for AI improvements

Postby counterspell15 » 05 Jul 2017, 12:27

Have you ever played against the AI and AI was using Fact of Fiction? I noticed that AI doesn't make good decisions when taking cards to the hand. I tried to do the following: choose a pile of lands and other pile. The AI takes the lands to its hand and drop the rest to the graveyard #-o
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Re: Requests for AI improvements

Postby FastEddie » 22 May 2020, 15:31

Some general observations, not so much about specific cards.

The AI often plays (correctly imo) cards before attacking that support the attack like Muscle Sliver or Sinew Sliver in a Sliver deck. However, a Bonesplitter Sliver is usually played after attacking. Same for a second Cranial Plating in an Affinity deck. Imo these cards should be played before attacking.

Generelly the AI seems to plan only one step ahead. For example, I play Eureka, AI plays Phantasmal Forces without having blue mana. The Phantasmal Forces die during the next upkeep. Similar (at least in the old Shandalar, but I presume the same holds for Manalink) the AI plays Stasis without having a blue mana left.
My impression is that it uses a tree with only one level, weights the leaves and chooses the best one. It would be cool if the same algorithm could be run based on the outcome of either each leaf or at least certain leaves, based on some pruning strategy if the former is too computationally intensive.

Similar but maybe not quite the same: the AI does not attack when it needs two turns to win or would loose creatures on the way. Say the AI has enough creatures to deal enough damage to win over two turns, even if I block perfectly during both turns and it looses some creatures during the first turn. Ignore hand cards on my side that might change the outcome like Giant Growth, Fireball or Wheel of Fortune for a hail mary pass. I think a human player would employ that strategy at least once in a while.
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Re: Requests for AI improvements

Postby Aswan jaguar » 23 May 2020, 18:12

FastEddie wrote:The AI often plays (correctly imo) cards before attacking that support the attack like Muscle Sliver or Sinew Sliver in a Sliver deck. However, a Bonesplitter Sliver is usually played after attacking. Same for a second Cranial Plating in an Affinity deck. Imo these cards should be played before attacking.
The "Lord" type of cards that boost others are set to be played for AI in both main phases as AI most of the times plays them well in first main and few times if AI will not attack in 2nd. If we make AI to play them only in 1st main then we get another issue that to my experience is more often than AI make a bad use of "Lords" and not cast them before combat although AI did attack or would attack if it cast them before.
When AI draws cards in combat or 2nd main can't cast the drawn "lords" the turn AI got them so loses a turn and wastes mana.
For Cranial Plating and most equipment AI is set to play them only in 1st main but activate them anytime so AI can equip attack and then reequip a creature that didn't attack and defend with it, AI uses that correctly sometimes.
FastEddie wrote:Generally the AI seems to plan only one step ahead.
Unfortunately AI can see only until end of it's current turn so we should give hints to AI for these cards to cast them only if AI has such mana available.
FastEddie wrote:Similar but maybe not quite the same: the AI does not attack when it needs two turns to win or would loose creatures on the way.
That is happening in the vast, vast majority of AI attacks however I have seen AI to attack and win in two turns even if AI would loose creatures. Either AI has some algorithm which we don't know about that will make it attack even in two turns to win and loose creatures doing so or it is possible in these few times that AI does something like that to think through bad code or functions we don't understand well that can win that turn. Still some of those times AI didn't have anything so complicated to mess it's calculations.
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