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Card AI (Improvements) Requests

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Re: Card AI (Improvements) Requests

Postby Symphonic » 28 Feb 2013, 13:15

When playing Inferno Titan, AI deals its three damage to only one target - it happened, that the three damage were all dealt to a one-toughness creature.
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Re: Card AI (Improvements) Requests

Postby Nordos » 01 Mar 2013, 16:32

AI would always caast Gruul Charm for it's second ability, even if nothing is on the field but lands.
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Re: Card AI (Improvements) Requests

Postby moomarc » 01 Mar 2013, 19:25

AI support for charms is very rudimentary. IIRC it always chooses the first item in the array containing the options (which is not necessarily the first option listed on the card). Generally if the AI can't use that ability consistently we add the RemAIDeck flag to the script.

I think it might be worth adding code that runs through the options, and filters out those that don't have valid candidates, then only offering those options. It will save a click for the human occasionally, but more importantly the AI will always choose a useable option. Maybe even a random one so that it's not so predictible.
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Re: Card AI (Improvements) Requests

Postby cc-drake » 02 Mar 2013, 08:21

- AI casts Invisibility, Lure and Alpha Authority on creatures with defender (like Steel Wall).
- AI doesn't cast Spread the Sickness when there are no counters on the battlefield.
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Re: Card AI (Improvements) Requests

Postby Max mtg » 02 Mar 2013, 17:30

Turn 1. I play Forest, cast Llanowar Elves AI responds with Pact of Negation.
Where will it take 3 {U} {U} on its next upkeep?

Oh, that card is marked as non-playable by AI. Sorry =)
But it was a huge surprise anyway
Single class for single responsibility.
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Re: Card AI (Improvements) Requests

Postby Sloth » 02 Mar 2013, 20:08

Nordos wrote:AI would always caast Gruul Charm for it's second ability, even if nothing is on the field but lands.
Fixed! Thanks Nordos.

moomarc wrote:AI support for charms is very rudimentary. IIRC it always chooses the first item in the array containing the options (which is not necessarily the first option listed on the card). Generally if the AI can't use that ability consistently we add the RemAIDeck flag to the script.

I think it might be worth adding code that runs through the options, and filters out those that don't have valid candidates, then only offering those options. It will save a click for the human occasionally, but more importantly the AI will always choose a useable option. Maybe even a random one so that it's not so predictible.
That's not true marc. The AI will test each mode for playability. Most of the charms are quite good in the hands of the AI.

cc-drake wrote:- AI casts Invisibility, Lure and Alpha Authority on creatures with defender (like Steel Wall).
Fixed! Thanks cc-drake.

lazylockie wrote:all of affinity quest opponents aren't equipping Cranial Plating on small dudes like Memnite, Ornithopter or Arcbound Worker. AI seems to equip only on Myr Enforcer and Frogmite. Other equipments from other opponents, such as Sword of Feast and Famine are being equipped normally.
I can't reproduce this. The AI attaches Cranial Plating to Memnite just fine.

Symphonic wrote:When playing Inferno Titan, AI deals its three damage to only one target - it happened, that the three damage were all dealt to a one-toughness creature.
This has been fixed in the 1.3.9 beta.
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Re: Card AI (Improvements) Requests

Postby moomarc » 03 Mar 2013, 06:37

Sloth wrote:That's not true marc. The AI will test each mode for playability. Most of the charms are quite good in the hands of the AI.
Oh, thanks for the clarification. Not sure where I got that from then. :oops:
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Re: Card AI (Improvements) Requests

Postby Bundy » 03 Mar 2013, 18:41

Computer casts Timid Drake, then Zephyr Falcon which returns the drake to it's hand. Then computer casts the drake again :roll:
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Re: Card AI (Improvements) Requests

Postby lazylockie » 04 Mar 2013, 12:12

Sloth wrote:
lazylockie wrote:all of affinity quest opponents aren't equipping Cranial Plating on small dudes like Memnite, Ornithopter or Arcbound Worker. AI seems to equip only on Myr Enforcer and Frogmite. Other equipments from other opponents, such as Sword of Feast and Famine are being equipped normally.
I can't reproduce this. The AI attaches Cranial Plating to Memnite just fine.
I forgot to mention this was happening on 1.3.8, on 1.3.9 it seems to be working just fine
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Re: Card AI (Improvements) Requests

Postby gos » 04 Mar 2013, 15:20

AI always uses the ability of Purgatory, even though there are no cards exiled with it.
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Re: Card AI (Improvements) Requests

Postby Bundy » 05 Mar 2013, 10:24

I have Grave Pact in play. Computer has 4 cards in hand and casts Rending Vines on my Grave Pact. But after casting Rending Vines the computer only has 3 cards left in hand, making it useless to cast on an enchantment with converted mana cost of 4.
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Re: Card AI (Improvements) Requests

Postby Bundy » 07 Mar 2013, 17:03

Computer has Gloom Surgeon in play and keeps attacking with it, just because it won't die of damage. After blocking it a few rounds with a big creature, the computer has only 7 cards left in the library and stops attacking with Gloom Surgeon. It will still use it as a blocker, so the computer also loses the last 7 cards in the library.
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Re: Card AI (Improvements) Requests

Postby Bundy » 12 Mar 2013, 16:52

Computer should not waste direct damage spells on a Sprouting Phytohydra. It just used Urza's Rage to destroy my Sprouting Phytohydra, then a Volcanic Hammer to destroy the copy and another hammer to destroy the next copy. Result: i still have a phytohydra in play and the computer lost 3 spells and is tapped out of mana.
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Re: Card AI (Improvements) Requests

Postby Nordos » 12 Mar 2013, 20:58

I don't understand Pack Rat. Sometimes the AI would play them, sometimes they wouldn't. It's quite confusing.
Here are two deck examples:
Code: Select all
3 Carrion Rats
2 Chittering Rats
2 Drainpipe Vermin
2 Marrow-Gnawer
4 Ogre Slumlord
4 Pack Rat
4 Pestilence Rats
4 Ratcatcher
2 Ravenous Rats
2 Razortooth Rats
24 Swamp
4 Swarm of Rats
3 Typhoid Rats
Code: Select all
1 Big Game Hunter
4 Call to the Netherworld
4 Dark Withering
2 Exile into Darkness
4 Ghastly Remains
4 Krovikan Horror
2 Nightshade Assassin
2 Oversold Cemetery
4 Pack Rat
1 Rekindled Flame
4 Squee, Goblin Nabob
24 Swamp
4 Veilborn Ghoul
The first deck plays the Pack Rat without any problems, yet mostly in round 4 or higher. The second deck, though, wouldn't play pack rats at all (which is quite unnerving, since the whole deck unravels around them)
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Re: Card AI (Improvements) Requests

Postby myk » 13 Mar 2013, 14:21

The AI (Dungeon Crawling (Blue)) played an Aven Fogbringer..and returned one of its own islands to its hand.
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