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Card AI (Improvements) Requests

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Re: Card AI (Improvements) Requests

Postby Nordos » 22 Mar 2013, 09:19

AI just returned his 0/1 Cloudfin Raptor, which he played a round before, back to his hand via the Simic Charm
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Re: Card AI (Improvements) Requests

Postby Zirbert » 24 Mar 2013, 03:10

The AI cast two copies of Brink of Disaster on a single one of my creatures. The second is completely redundant. I had no other creatures on the battlefield, but I had plenty of lands that the second copy could have targetted.
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Re: Card AI (Improvements) Requests

Postby Nordos » 26 Mar 2013, 14:44

AI copied a legendary creature with Stolen Identity


Is it possible to let the AI preffering choosing an unblockable creature to be ciphered instead of the strongest he has?


I have two creatures in play. Baneslayer Angel and a 1/1 flying creature.
The AI casts Hands of Binding and taps my Baneslayer Angel. The next round he casts another Hands of Binding, yet since the Baneslayer Angel is already tapped, he chooses my meek flyer while he controls 1/1 flyer by himself... H eshould constantly targeting my Baneslayer Angel because it poses a threat unlike my other creature
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Re: Card AI (Improvements) Requests

Postby lazylockie » 29 Mar 2013, 16:34

I think AI on Gifts Ungiven should be redone. After you learn that AI will give you the lowest CMC cards, you simply trick them by getting bigger worthless stuff and you'll end up with whatever you need. For example: if you desperately need a Wrath of God effect, you get two other cards with CMC 5 or more and you'll get the Wrath. Maybe a simple solution is to choose 2 random cards instead of CMC rule.
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Re: Card AI (Improvements) Requests

Postby freddyjsg » 30 Mar 2013, 16:45

AI is encoding on creatures with defender, tough that is completely useless
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Re: Card AI (Improvements) Requests

Postby Nordos » 30 Mar 2013, 17:52

I enchanted a creature with a mind control spell (in this particulary case with Corrupted Conscience) and he played a Desert Twister - targeting the enchanted Serra Angel instead of the enchantment ...
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Re: Card AI (Improvements) Requests

Postby Diogenes » 04 Apr 2013, 14:38

This one's cute, don't know if it's already been mentioned:

When it controls only a Spike Drone, the AI will pay 2 mana and remove the Spike Drone's +1/+1 counter (killing it) trying to buff the poor thing to 2/2.
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Re: Card AI (Improvements) Requests

Postby mightyjl » 09 Apr 2013, 19:45

Are you guys working on improving the flash mechanic?? The computer always seems to cast Restoration Angels and Snapcaster Mages on their turn. The computer doesn't seem to understand either of their abilities as well. It almost never use the blink ability of RA, and it likes to cast SM when they have nothing in the graveyard.

I'm sure making these changes are very time consuming, so I would understand if it isn't going to be possible at this time.
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Re: Card AI (Improvements) Requests

Postby Bundy » 11 Apr 2013, 21:15

AI could have killed me in 4 turns with Aladdin's Ring, but instead it just kept on destroying the 0/1 prism tokens from my Diamond Kaleidoscope giving me more than enough time to get the cards i needed to win.
No mouse over on Aladdin's Ring? ( {8} , {T} : Aladdin's Ring deals 4 damage to target creature or player.)
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Re: Card AI (Improvements) Requests

Postby Chris H. » 11 Apr 2013, 22:40

Bundy wrote:No mouse over on Aladdin's Ring? ( {8} , {T} : Aladdin's Ring deals 4 damage to target creature or player.)
 

Mouse Over does not work for card names that include an apostrophe.
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Re: Card AI (Improvements) Requests

Postby lm01 » 12 Apr 2013, 05:48

I read on a post that Vexing Devil used to be sacrificed more often. That would be preferable, cause on version 1.3.11, AI seems really noob preferring to be attacked 3 turns with it (or more) instead.

Gameplay example:
Game start.
I play a Vexing Devil turn 1, AI won't force the sacrifice for 4 life... but doesn't get rid of him and in many cases doesn't even drop a chomp blocker and gets damaged by him turn after turn.
I was playing a Red Deck Wins, 0 counters, no way to protect it, and even on some cases that I didn't cast another creature he stays alive.

Explanation:
Since he's a 4/3 and 4 life to kill it (same as his dmg threat), AI should kill it unless it has low life or a fast mean to dispose of it in the hand. Fast i.e. enough mana sources on table to cast the removal, having a higher cost removal is not good. Both checks are easy to make.

Contrary to this example on Browbeat AI seems to deny it often.
Last edited by lm01 on 13 Apr 2013, 05:12, edited 1 time in total.
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Re: Card AI (Improvements) Requests

Postby DecoyDecoy » 12 Apr 2013, 20:19

AI casted Deadly Allure on a creature, then neglected to attack.

I used Jarad, Golgari Lich Lord 's ability on a 14/14 Saphire Drake, and it made the AI lose 24 life. Not sure why.
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Re: Card AI (Improvements) Requests

Postby friarsol » 12 Apr 2013, 20:38

DecoyDecoy wrote:I used Jarad, Golgari Lich Lord 's ability on a 14/14 Saphire Drake, and it made the AI lose 24 life. Not sure why.
Sounds like a bug report. Had you used the ability earlier that game?
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Re: Card AI (Improvements) Requests

Postby lm01 » 13 Apr 2013, 05:11

DecoyDecoy wrote:AI casted Deadly Allure on a creature, then neglected to attack.
Yes, that's kind of usual behavior AI casts buffs before considering if it should attack or not (with or without the buffs). So if AI has relatively low life and you do not die with the attack you can see many similar plays.
I remember things like: AI casts a Ball Lightning and doesn't attack with it.

Would be nice to make a check before to avoid these situations.
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Re: Card AI (Improvements) Requests

Postby Pux » 14 Apr 2013, 12:11

The AI played Venser's Diffusion on its own suspended Veiling Oddity.
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