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Mad Wizard

An original game by ubeefx

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Re: Mad Wizard

Postby ubeefx » 22 Jun 2021, 22:12

Black green infect deck theme. :mrgreen:
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Re: Mad Wizard

Postby ubeefx » 07 Jul 2021, 16:47

Blue, red and white with prowess deck theme. 8)
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  • 153 sets
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Re: Mad Wizard

Postby ubeefx » 09 Jul 2021, 17:36

Added another theme deck with blue and white flyers.
Cards like Skycat Sovereign and Kangee, Sky Warden. :)
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Re: Mad Wizard

Postby ubeefx » 12 Jul 2021, 15:59

Persist versus five color Sliver deck themes. :)
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  • 155 sets
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Re: Mad Wizard

Postby ubeefx » 24 Jul 2021, 18:48

Behold a new challenge for the Mad Wizard : better rules compliancy. :shock:
One step will be implementing a mana pool.
This is a test game with two elves from start.
When the player added sufficient mana to the pool, the Trained Armodon can be played.
mana.jpg
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Re: Mad Wizard

Postby ubeefx » 25 Jul 2021, 16:27

Adding the concept of a mana pool is quite a big change as expected.
It is starting to work, some tricks will be needed to reduce the impact on the AI.
The new implementation also facilitates Phyrexian mana.
mana1.jpg
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Re: Mad Wizard

Postby ubeefx » 27 Jul 2021, 17:46

Some more steps towards paying mana costs according to the rules.
It is quite a challenge to add this feature as it was built around its own mana cost system to have the better AI. :(

Player started with 4 Mountains in play. A Gut Shot is played and the choice is made to pay 2 life. Then a Mountain is played.
The Moltensteel Dragon is played. The player is asked to either pay 4 red mana and 4 life or 5 red mana and 2 life which are the only possibilities. The player taps 3 Mountains for mana.
mana1.jpg
Two more Mountains are tapped and the Moltensteel Dragon is on the stack with the player selecting 5 mana and 2 life as cost.
Another Gut Shot is played. This time the only choice is 2 life so the spell can go directly on the stack.
In the messages on the right the details about the payed costs are shown.
mana2.jpg
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Re: Mad Wizard

Postby ubeefx » 30 Jul 2021, 10:33

While the concept of paying mana costs appears to be simple, it is not. ;)
There is still some AI work left but it is close to playable.

Filling the mana pool for Damnable Pact.
mana1.jpg
Elf decks with huge mana ramp like Elvish Archdruid are now possible.
mana2.jpg
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Re: Mad Wizard

Postby ubeefx » 01 Aug 2021, 16:32

AI is paying mana costs with the new mana pool implementation. :D
mana.jpg
All of these are running together on a low power CPU.
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Re: Mad Wizard

Postby ubeefx » 02 Aug 2021, 21:49

It is possible to add the necessary mana before or after selecting the spell to play.
When there is still more mana needed, the number of options to pay the cost is displayed with add mana.
As soon as one or more of the options are satisfied, a button is shown to select an option.
There is also an Auto button that pays the cost automatically, but not necessarily in the most optimal way. :)
The AI seems to work quite well already.
mana.jpg
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Re: Mad Wizard

Postby ubeefx » 04 Aug 2021, 20:54

AI playing Death Grasp with X equal to 0. The triggered abilities make it count. 8)
x.jpg
Enchantment madness. :twisted: A bit more complicated game for AI but worked nicely.
game.jpg
The legend rule is also updated. This was more challenging than expected. :(
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Re: Mad Wizard

Postby ubeefx » 05 Aug 2021, 20:52

Another step towards better rule compliance.
There is now a step between first strike and regular combat damage if required. :D
Not a big change but can have some impact on AI thinking time and heuristics.
damage.jpg
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Re: Mad Wizard

Postby ubeefx » 05 Sep 2021, 20:48

I completed a full campaign with a green themed deck.
It took 81 games to defeat all 41 opponents. So the AI provides a decent challenge. :D
There are some 3.x related issues I found here and there but that is expected. ;)

This is the campaign save file.
green.txt
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