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Card AI (Improvements) Requests

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Re: Card AI (Improvements) Requests

Postby mrShickadance » 05 Dec 2015, 02:54

friarsol wrote:
mrShickadance wrote:Delay - when used to counter a creature spell, it does not receive haste as a suspended creature should after entering the battlefield.

Scavenging Ooze - ai will not use activated ability in response to me targeting a creature card in my graveyard, even though ai has enough available mana to activate. Also targets other cards in my graveyard before creature cards. Should be checks for creature cards in graveyard in response to abilities and at the end of my turn if ai has available mana.
Please read the link in my signature, there's a difference between AI improvements and bugs, and your posts don't seem to be differentiating.
Yeah, that's where Google led me originally, but I didn't understand where to post cards not working without a screenshot, so I was hoping this went to the same person who could handle it. Sorry for the inconvenience, but I think that page needs to be more direct with categories describing a thread followed by its link.
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Re: Card AI (Improvements) Requests

Postby friarsol » 05 Dec 2015, 14:39

mrShickadance wrote:Yeah, that's where Google led me originally, but I didn't understand where to post cards not working without a screenshot, so I was hoping this went to the same person who could handle it. Sorry for the inconvenience, but I think that page needs to be more direct with categories describing a thread followed by its link.
Bugs we request to go in the thread of the release. There's no direct link because it changes regularly. The reason I ask people to do this is because on the scale of importance, fixing bugs with the card engine is typically a more important task than making the AI play smarter.
And the reason we don't have a dedicated bug reports for beta releases is we want to know which release people are posting about.

We volunteer our time to the project, I unfortunately don't have time to touch that link with the latest release link every single time we release. The link of the release IS stickied, and people had to have gone to that thread to download the package to start. We request screenshots for help debugging issues. If someone posts a screenshot we could open it up and say "Well, of course that didn't happen, you're opponent has an XYZ on the field." Saving one of us from firing up Forge and trying to recreate a situation we know little to nothing about. Of course if you're reported situation is more about a single card never doing something (like not granting Haste, or maybe not having a keyword) it's less important to have a screenshot, since there isn't really any hidden interaction.
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Re: Card AI (Improvements) Requests

Postby Yosituna » 06 Dec 2015, 02:03

The AI will play Scorched Ruins when it has only one other land out, and will sacrifice both that land and Scorched Ruins to pay the cost for Scorched Ruins. (ETA: Or it might be sacrificing one, not be able to sacrifice a second, and so Scorched Ruins goes into the graveyard, but either way it seems very much something the AI should not be doing.)

The AI will sometimes put out a Wasteland turn one, then when I put down a single nonbasic land on my turn it will immediately sac Wasteland to destroy it for no real reason, leaving us both back at 0 lands and the AI no further ahead.
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Re: Card AI (Improvements) Requests

Postby mrShickadance » 06 Dec 2015, 02:18

friarsol wrote:Bugs we request to go in the thread of the release. There's no direct link because it changes regularly. The reason I ask people to do this is because on the scale of importance, fixing bugs with the card engine is typically a more important task than making the AI play smarter.
And the reason we don't have a dedicated bug reports for beta releases is we want to know which release people are posting about.

We volunteer our time to the project, I unfortunately don't have time to touch that link with the latest release link every single time we release. The link of the release IS stickied, and people had to have gone to that thread to download the package to start. We request screenshots for help debugging issues. If someone posts a screenshot we could open it up and say "Well, of course that didn't happen, you're opponent has an XYZ on the field." Saving one of us from firing up Forge and trying to recreate a situation we know little to nothing about. Of course if you're reported situation is more about a single card never doing something (like not granting Haste, or maybe not having a keyword) it's less important to have a screenshot, since there isn't really any hidden interaction.
Gotcha. Thanks for explaining and I didn't mean to hassle you there. I appreciate the time everyone takes to constantly develop this program.
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Re: Card AI (Improvements) Requests

Postby mrShickadance » 06 Dec 2015, 02:25

Yosituna wrote:The AI will sometimes put out a Wasteland turn one, then when I put down a single nonbasic land on my turn it will immediately sac Wasteland to destroy it for no real reason, leaving us both back at 0 lands and the AI no further ahead.
To be fair, when I play wasteland, I will do the same thing for two reasons:
-I'm playing aggro with everything mostly under cmc3 and I can take the hit
-thinking as the opponent, I know the horrible feeling of thinking I started with enough lands in hand, then having a wasteland or two used on my nonbasics and causing me to not have enough lands while opponents sends a weenie army at me
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Re: Card AI (Improvements) Requests

Postby Marek14 » 06 Dec 2015, 07:39

Yosituna wrote:The AI will play Scorched Ruins when it has only one other land out, and will sacrifice both that land and Scorched Ruins to pay the cost for Scorched Ruins. (ETA: Or it might be sacrificing one, not be able to sacrifice a second, and so Scorched Ruins goes into the graveyard, but either way it seems very much something the AI should not be doing.)
That actually sounds like an engine bug since rules don't allow this. Either you can sacrifice two untapped lands (and Scorched Ruins itself doesn't count, since it's not on the battlefield at this point), and then you put Scorched Ruins onto the battlefield, or you can't sacrifice them, and then you have to put Scorched Ruins into the graveyard, but don't sacrifice anything. But losing Scorched Ruins AND another land shouldn't be possible.

I think that the problem is in this line:
Code: Select all
SVar:PayBeforeETB:AB$ Sacrifice | Cost$ 0 | SacValid$ Land.untapped | Defined$ You | RememberSacrificed$ True | Amount$ 2 | SubAbility$ MoveToGraveyard
The source of the ability should be not on the battlefield at this point and not a valid selection for sacrifice, but apparently it gets counted as such. So, until this bigger problem is fixed, "Land.untapped" should be replaced by "Land.other+untapped", which will disallow sacrificing Scorched Ruins to its own ability.

The same fix also has to be applied to Lotus Vale.

Other cards with similar ETB conditions (Balduvian Trading Post, Heart of Yavimaya, Kjeldoran Outpost, Lake of the Dead, Soldevi Excavations) will not normally have this problem, as they don't satisfy their own condition. However, in case you have something like Prismatic Omen, they will satisfy it and the game will erroneously allow you to sacrifice them to their own ability, so they should get the same fix as well.
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Re: Card AI (Improvements) Requests

Postby Agetian » 06 Dec 2015, 14:35

The AI doesn't yet understand the concept of cards such as Scorched Ruins or Lotus Vale, and will thus try to play them regardless of having the necessary lands on the battlefield. Both cards are marked with RemAIDeck, so the AI decks should not contain these cards.

Engine-wise there is an issue but it's a little bit different than you thought: it's actually not the case that e.g. Scorched Ruins itself is counted when the card is played, it's just that the engine completely ignores the minimum requirement for the number of lands to sacrifice and allows to proceed with the "sacrifice..." action even if the player has only one untapped land on the battlefield. I will try to fix this. :)

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Re: Card AI (Improvements) Requests

Postby Agetian » 12 Dec 2015, 14:42

I've played many times against the hard AI opponent that utilizes a Ninjutsu deck (can't remember the name off the top of my head) and I've never even once seen the AI try to utilize the Ninjutsu mechanic. Instead of that, the AI will pretty much always hard-cast all the creatures as if none of them had Ninjutsu (and, ironically, pretty much all of them do). Is this an AI bug or an unimplemented/unfinished feature that meant to power this deck?.. I mean, the description of the opponent mentions Ninjutsu, that's what gave me the reason to believe that the AI was meant to somehow use the mechanic instead of simply slabbing creatures on the board one by one in the main phase. :)

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Re: Card AI (Improvements) Requests

Postby shteev » 18 Dec 2015, 13:39

I have Platinum Angel and Memnarch in play... AI casts Control Magic at Platinum Angel, I take it back. AI casts Control Magic at Platinum Angel, I take it back. AI casts Sower of Temptation, gaining Platinum Angel, I take it back.
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Re: Card AI (Improvements) Requests

Postby shteev » 19 Dec 2015, 18:42

I have 2 Island in play, AI has 2 Wasteland. I play Oboro, Palace in the Clouds. AI destroys Oboro with Wasteland, I return it to my hand in response. AI destroys it with second Wasteland, I return it to my hand in response again.
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Re: Card AI (Improvements) Requests

Postby mrShickadance » 28 Dec 2015, 18:38

Dash Hopes - I don't understand how, but when I play Dash Hopes against ai it gives every player the option to pay 5 life, to which I always select no, but when ai chooses to pay the life, their spell is still countered as well.
Edit: now that I think about it, issue might just be that the spell will get countered regardless if life is paid or not, so it could just be Dash Hopes doesn't work. Sorry for posting it here if that's the issue

Vexing Devil - If ai has enough mana to use instant removal (lightning bolt, for example), it will use it in response to devil's ability going on stack, and then it will still pay life even though devil is in graveyard at that point.

Detention Sphere - ai will target its own permanent and select no for the "may" option if I have no nonland permanents in play

Dismember - ai will pay life even if it kills itself in the process. I assume the same for anything with phyrexian mana.
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Re: Card AI (Improvements) Requests

Postby Hanmac » 30 Dec 2015, 13:47

AI should not use the second effect of Grindclock if it doesn't have any counters on it.

===

When i attack with Drana, Liberator of Malakir and a 2/2 Creature without FirstStrike.
AI does want to block my 2/2 with another 2/2 or a 2/3 one,
but when Drana does deals damage, my 2/2 Creature get +1/+1 and is a 3/3 so it can destroy AI's creature without getting destoryed.

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AI should not use Exile/Destroy cards on Voice of Resurgence while its my turn. Specially not on the made Token while the Voice is still on the battlefield.

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AI does attack with a 2/2 while i control 2 1/3 so i can destory it without my creatures getting destroyed.
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Re: Card AI (Improvements) Requests

Postby psilo » 07 Jan 2016, 16:39

Is it possible to make the AI understand better commander damage? It gets bit silly sometimes on multiplayer commander games, when AI doesn't leave blockers when it's gonna get lethal damage next turn or just doesn't block at all.
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Re: Card AI (Improvements) Requests

Postby slyfox7777777 » 21 Jan 2016, 23:22

The AI seems to have a general problem playing around activated abilities. If I have a Nightwing Shade out, my opponent will attack into it with a 3/3 even when I have enough mana to activate it twice, and even when they have no tricks.
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Re: Card AI (Improvements) Requests

Postby Djebb » 24 Jan 2016, 17:15

AI should pay Everflowing Chalice's kicker cost at least once. It always put it onto the battlefield with no counter on it.
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