Bug reports
by ubeefx
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Re: Bug reports
by jerichopumpkin » 19 Nov 2013, 22:32
This is also true for creatures with mana abilities, you have to use the leftmost first, even if it is pumped and you would rather leave it untapped.sponeta wrote:If I enchant a land with Underworld Connections, it's not considered different to other lands of the same type. For example, if I only have basic Swamps and cast Underworld Connections on the leftmost card, it will always get auto-tapped when I cast any spell.
Have not tested, but could this apply to other land enchants as well, like Brink of Disaster or Uncontrolled Infestation?
However I don't see an easy solution for this problem.
One of them would be to let every land that produces the right mana be chosen, but I think that would have a really bad impact on the AI.
Another one is to push on the end of the list lands/creaures/artifacts that are enchanted/equipped or have counters on them, but I don't know how much this is feasible.
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Re: Bug reports
by sponeta » 23 Nov 2013, 19:06
Cinder Elemental doesn't get sacrificed when activating its ability. The computer activated the ability with X=1, targeting me, and Cinder Elemental was just tapped instead of sacrificed.
Also, none of the computer's lands were tapped... did Cinder Elemental's ability get switched with the standard "tap to deal 1 damage to target"?
Also, none of the computer's lands were tapped... did Cinder Elemental's ability get switched with the standard "tap to deal 1 damage to target"?
Re: Bug reports
by melvin » 24 Nov 2013, 00:48
Thanks for catching this. That is the exact problem, somehow I added the ping ability to Cinder Elemental. Fixed in https://code.google.com/p/magarena/sour ... 5790f0001b for next release.
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Re: Bug reports
by jerichopumpkin » 02 Dec 2013, 13:44
There are two little issues with Clone and other cards with the same effect:
- Clone ability does not target the creature you choose, so it should not be possible to counter Clone removing from the battlefield the chosen creature, contrary to what actually happens
- copying a Clone in a graveyard with Body Double should prompt you the may choice for Clone ability (at least, I think so based on the rulings on Gatherer, not so sure about it)
edit: - also, the Clone ability does not trigger when returning to the battlefield from exile (I copied a Goblin, then exiled it with a Boggart Mob. When Boggart Mob died, I expected to be able to copy a creature, Clone went to the graveyard instead)
- Clone ability does not target the creature you choose, so it should not be possible to counter Clone removing from the battlefield the chosen creature, contrary to what actually happens
- copying a Clone in a graveyard with Body Double should prompt you the may choice for Clone ability (at least, I think so based on the rulings on Gatherer, not so sure about it)
edit: - also, the Clone ability does not trigger when returning to the battlefield from exile (I copied a Goblin, then exiled it with a Boggart Mob. When Boggart Mob died, I expected to be able to copy a creature, Clone went to the graveyard instead)
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Re: Bug reports
by ShawnieBoy » 03 Dec 2013, 00:12
I'm not sure if the return from exile is an issue with clone, I've been having problems with the return from exile scripting - going to graveyard instead of play.
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Re: Bug reports
by jerichopumpkin » 07 Dec 2013, 17:30
I've noticed that in /magarena/source/browse/src/magic/model/choice/MagicTargetChoice.java at line 289
the static NEG_TARGET_CREATURE_PLUSONE_COUNTER gets passed "target creature" instead of "target creature with a +1/+1 counter"
the static NEG_TARGET_CREATURE_PLUSONE_COUNTER gets passed "target creature" instead of "target creature with a +1/+1 counter"
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Re: Bug reports
by melvin » 08 Dec 2013, 00:56
The implementation for Clone and friends is a hack at the moment, will look into a more rules compliant implementation. Tracking as https://code.google.com/p/magarena/issues/detail?id=444jerichopumpkin wrote:There are two little issues with Clone and other cards with the same effect:
Thanks for catching this, fixed for next release in https://code.google.com/p/magarena/sour ... 1fb3786135jerichopumpkin wrote:I've noticed that in /magarena/source/browse/src/magic/model/choice/MagicTargetChoice.java at line 289
the static NEG_TARGET_CREATURE_PLUSONE_COUNTER gets passed "target creature" instead of "target creature with a +1/+1 counter"
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Re: Bug reports
by muppet » 19 Dec 2013, 11:21
My Kodama of the South Tree gives its +1 +1 ability to opponents creatures as well as mine which it should not.
Re: Bug reports
by melvin » 20 Dec 2013, 05:59
Thanks for the bug report. Fixed in https://code.google.com/p/magarena/sour ... 0d0e403942 for end Dec release.muppet wrote:My Kodama of the South Tree gives its +1 +1 ability to opponents creatures as well as mine which it should not.
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Re: Bug reports
by hong yie » 21 Dec 2013, 15:38
Ai cast pongify targeting its own creature, its true that the creature grow from 2/2 to 3/3 but in certain deck creature type or certain creature skill / ability that is needed, is sacrificed instead. pongify was planned to be casted on opponent's creatures. might takes great effort to fix this behavior, just wish if the Ai really know what has to be done with it. 

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Re: Bug reports
by melvin » 22 Dec 2013, 01:22
The truth is that the AI know almost nothing about Magic. In the case of minimax, almost all of the "Magic" knowledge is in the scoring. Each particular game state is given a score by considering various factors such as the amount of life, permanents on the board, their power/toughness, etc. The way the AI works is that it try out various combinations of n moves to find one that maximum its score, where n is how far ahead the AI plans.
It is possible to influence the moves the AI considers using targeting hints: none, positive, or negative. For Pongify, the current hinting is none, we could change it to negative. Negative means the AI would prioritize opponent permanents above its own. This could also be problematic, if the opponent and you both have 1/1s, the AI would chose to Pongify the opponent's 1/1.
It is possible to influence the moves the AI considers using targeting hints: none, positive, or negative. For Pongify, the current hinting is none, we could change it to negative. Negative means the AI would prioritize opponent permanents above its own. This could also be problematic, if the opponent and you both have 1/1s, the AI would chose to Pongify the opponent's 1/1.
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Re: Bug reports
by ubeefx » 22 Dec 2013, 19:12
Pongify is a very situational card, it can be used both to destroy a threat of the opponent or to get a bigger creature yourself.
That is why it is difficult to give a specific hint to it.
There are several algorithms that use specific Magic knowledge depending on the type of choice the AI must make. It is true that this knowledge could be further extended. For instance there is no deck specific knowledge, like when a certain card should be used in a combo deck.
The scoring system is additive for all the actions (e.g. losing life -20, destroying a permanent +100) that occurred from when the choice must be made to the place the evaluation stops, after a number of main phases or when the game ended. The score is also used partly for the score cache that allows quicker evaluation of similar game states. It was however never really tweaked so this means a lot of the scores are quite arbitrary and probably not very optimal.
That is why it is difficult to give a specific hint to it.
Take a look the "Choice types" chapter on the Magarena AI Wiki page.The truth is that the AI know almost nothing about Magic.
There are several algorithms that use specific Magic knowledge depending on the type of choice the AI must make. It is true that this knowledge could be further extended. For instance there is no deck specific knowledge, like when a certain card should be used in a combo deck.
The scoring system is additive for all the actions (e.g. losing life -20, destroying a permanent +100) that occurred from when the choice must be made to the place the evaluation stops, after a number of main phases or when the game ended. The score is also used partly for the score cache that allows quicker evaluation of similar game states. It was however never really tweaked so this means a lot of the scores are quite arbitrary and probably not very optimal.
Re: Bug reports
by hong yie » 23 Dec 2013, 17:54
something is really wrong with firemind card shuffling. i've just seen 5 to all land on first hand, it happen more often than the PC version Magarena. this condition forcing more mulligan decision.
this shuffling also make non land cards appearances in deck more inconsistent.
is firemind using different shuffling method than the PC version?
this shuffling also make non land cards appearances in deck more inconsistent.
is firemind using different shuffling method than the PC version?
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Re: Bug reports
by hong yie » 01 Jan 2014, 15:42
the icon "exile:player" showing the wrong content of cards. right now its showing opponent's graveyard. some accident / mistype maybe?
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Re: Bug reports
by Lodici » 01 Jan 2014, 15:57
Thanks - tracking as Issue 461.hong yie wrote:the icon "exile:player" showing the wrong content of cards. right now its showing opponent's graveyard. some accident / mistype maybe?
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