AI attacking and blocking Observations
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: AI attacking and blocking Observations
by Sloth » 15 Feb 2012, 18:39
Milod wrote:poor use of Angelic Destiny when ai use it first time its good put when it returns to ai hand it waits to long to use it again even if it had enough mana to cast it stays in ai hand to long ai could have won milions of games if it used corectly
Both situations will be handled better in the next version. Thanks Milod.Milod wrote:had 1 life point left and had 1 creature ai had 2 creatures and began his turn and attacked my planeswalker with his 2 creatures could have finished me........
Also fixed! Thanks Agetian.Agetian wrote:Here's a battlefield situation where the AI did not consider its Vigilance ability (of Knight of Cliffhaven) to try and attack me - it missed out on this opportunity twice (it could have dealt 8 damage to me before it got to where it is at the moment). Neither of my creatures have flying (and neither of them are enchanted by anything that grants flying, reach, or any similar ability), and the AI opponent's Knight of Cliffhaven is fully upgraded at 4/4 Flying, Vigilance - since it has Flying, there's no way I can block it at the moment; since it has Vigilance, the AI can still use it to block if necessary during my turn. However, the AI plays conservatively and does not attack with Knight of Cliffhaven (possibly because it doesn't consider Vigilance?), thus missing out on an opportunity to deal 4 free damage per turn.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: AI attacking and blocking Observations
by Agetian » 15 Feb 2012, 19:13
Nice job, Sloth, thanks!
Here's another oddity I saw: (I posted it by way of an edit in the previous post but I thought I'd better move it out of here into a separate post since it's a separate issue) - the AI will tap Bramblesnap to make itself gain +1/+1, thus ending up with a 2/2 tapped creature that is of no further use (basically, it tries to improve Bramblesnap by +1/+1 by tapping itself).
Here's another oddity I saw: (I posted it by way of an edit in the previous post but I thought I'd better move it out of here into a separate post since it's a separate issue) - the AI will tap Bramblesnap to make itself gain +1/+1, thus ending up with a 2/2 tapped creature that is of no further use (basically, it tries to improve Bramblesnap by +1/+1 by tapping itself).
- Agetian
- Programmer
- Posts: 3487
- Joined: 14 Mar 2011, 05:58
- Has thanked: 683 times
- Been thanked: 569 times
Re: AI attacking and blocking Observations
by Sloth » 15 Feb 2012, 20:51
I can't see the AI using Bramblesnap correctly any time soon, so the card will no longer appear in AI decks. Thanks Agetian.Agetian wrote:Nice job, Sloth, thanks!
Here's another oddity I saw: (I posted it by way of an edit in the previous post but I thought I'd better move it out of here into a separate post since it's a separate issue) - the AI will tap Bramblesnap to make itself gain +1/+1, thus ending up with a 2/2 tapped creature that is of no further use (basically, it tries to improve Bramblesnap by +1/+1 by tapping itself).
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: AI attacking and blocking Observations
by Milod » 24 Feb 2012, 00:09
make ai use gavony township as last priorty to boost attack for his creatures if it uses it first ai misses play of good cards including day of judgement that would have set me in disadvantage at that moment
Re: AI attacking and blocking Observations
by Agetian » 04 Mar 2012, 13:38
I have a couple observations to make today:
First, the AI sometimes activates abilities of cards such as e.g. Flame Spirit (worded as "[mana cost]: +X/+Y until end of turn") in the Combat Damage phase after the damage has already been dealt, thus wasting mana to improve the power and/or toughness of the creature after the battle - it should probably be limited to earlier combat phases, with Declare Blockers being the last one (where it would still make sense, and in most cases where it would make the most sense to surprise the player who forgot about the possibility), since the AI puts itself at a disadvantage by not being able to deal as much damage as desired that way.
Second, when predicting P/T of an attacking card such as, for example, Frozen Shade (that has an ability worded as "[mana cost]: +X/+Y until end of turn"), the AI seems to always treat Frozen Shade as 0/1 even when I have untapped Swamps under control - as such, I can easily exploit it by attacking with the Frozen Shade as 0/1, thus luring a block with a creature (the AI will always block with whatever it has, e.g. 1/1, hoping to get an easy kill), and then tap the mana (during the Declare Blockers phase) to smite the opponent's creature. I know this might be a little more difficult to implement than the first thing from my report, but perhaps in the future it might be worth considering to make the AI look for such abilities, detect what mana color(s) and in what amount would be necessary to make it work, and then count how many untapped mana sources of appropriate color the player has to estimate the possible maximum P/T of such a card (just an idea).
Thanks for all your amazing work on making the computer opponent play better, Forge is really fun to play with right now, much more fun than it was a year or two ago!
First, the AI sometimes activates abilities of cards such as e.g. Flame Spirit (worded as "[mana cost]: +X/+Y until end of turn") in the Combat Damage phase after the damage has already been dealt, thus wasting mana to improve the power and/or toughness of the creature after the battle - it should probably be limited to earlier combat phases, with Declare Blockers being the last one (where it would still make sense, and in most cases where it would make the most sense to surprise the player who forgot about the possibility), since the AI puts itself at a disadvantage by not being able to deal as much damage as desired that way.
Second, when predicting P/T of an attacking card such as, for example, Frozen Shade (that has an ability worded as "[mana cost]: +X/+Y until end of turn"), the AI seems to always treat Frozen Shade as 0/1 even when I have untapped Swamps under control - as such, I can easily exploit it by attacking with the Frozen Shade as 0/1, thus luring a block with a creature (the AI will always block with whatever it has, e.g. 1/1, hoping to get an easy kill), and then tap the mana (during the Declare Blockers phase) to smite the opponent's creature. I know this might be a little more difficult to implement than the first thing from my report, but perhaps in the future it might be worth considering to make the AI look for such abilities, detect what mana color(s) and in what amount would be necessary to make it work, and then count how many untapped mana sources of appropriate color the player has to estimate the possible maximum P/T of such a card (just an idea).
Thanks for all your amazing work on making the computer opponent play better, Forge is really fun to play with right now, much more fun than it was a year or two ago!
- Agetian
- Programmer
- Posts: 3487
- Joined: 14 Mar 2011, 05:58
- Has thanked: 683 times
- Been thanked: 569 times
Re: AI attacking and blocking Observations
by Agetian » 04 Mar 2012, 18:26
Thanks for working on AF Pump, Sloth! I updated to SVN r14549 seeing the possible improvements, but the AI still buffs his creatures after the assignment of combat damage, at least when AI is attacking with a buffable creature in its own turn (not sure if it was supposed to be fixed by now or not, sorry if you just haven't worked on it yet).
- Agetian
- Programmer
- Posts: 3487
- Joined: 14 Mar 2011, 05:58
- Has thanked: 683 times
- Been thanked: 569 times
Re: AI attacking and blocking Observations
by Sloth » 04 Mar 2012, 18:45
I think i only fixed it for unblocked creatures. I've just made another commit, but well AF Pump AI is a bottomless pit.Agetian wrote:Thanks for working on AF Pump, Sloth! I updated to SVN r14549 seeing the possible improvements, but the AI still buffs his creatures after the assignment of combat damage, at least when AI is attacking with a buffable creature in its own turn (not sure if it was supposed to be fixed by now or not, sorry if you just haven't worked on it yet).

-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: AI attacking and blocking Observations
by Agetian » 04 Mar 2012, 19:03
Thanks a lot, will give it a try!Sloth wrote:I think i only fixed it for unblocked creatures. I've just made another commit, but well AF Pump AI is a bottomless pit.Agetian wrote:Thanks for working on AF Pump, Sloth! I updated to SVN r14549 seeing the possible improvements, but the AI still buffs his creatures after the assignment of combat damage, at least when AI is attacking with a buffable creature in its own turn (not sure if it was supposed to be fixed by now or not, sorry if you just haven't worked on it yet).

- Agetian
- Programmer
- Posts: 3487
- Joined: 14 Mar 2011, 05:58
- Has thanked: 683 times
- Been thanked: 569 times
Re: AI attacking and blocking Observations
by cc-drake » 04 Mar 2012, 21:10
AI is on 2 and controls Kavu Monarch and Ma Chao, Western Warrior. I am on 16 and attack with a 4/5. AI decides to chump with Kavu Monarch instead of blocking with both.
Re: AI attacking and blocking Observations
by Milod » 05 Mar 2012, 22:17
ai wastes mana here it cast angelic destiny on creature then it uses sword of war and peace on that creature so angelic get send to gy 

Re: AI attacking and blocking Observations
by Milod » 06 Mar 2012, 14:19
ai blocked my trample creature 5/5 with his 1/1 creature after ai took trample damage from my creature it activated rebuke ... bad choice or wat? 

Re: AI attacking and blocking Observations
by Milod » 06 Mar 2012, 18:31
ai used pacifism on my creature and directly after that it uses oblivion ring on same creature 

Re: AI attacking and blocking Observations
by Sloth » 07 Mar 2012, 12:11
Milod wrote:ai blocked my trample creature 5/5 with his 1/1 creature after ai took trample damage from my creature it activated rebuke ... bad choice or wat?
These two mistakes will no longer happen. Thanks Milod.Milod wrote:ai used pacifism on my creature and directly after that it uses oblivion ring on same creature
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: AI attacking and blocking Observations
by Milod » 12 Mar 2012, 21:35
ai stil waits to long to use angelic destiny even if it has plenty of lands and creatures in play it stil sits in its hand
Re: AI attacking and blocking Observations
by Milod » 12 Mar 2012, 22:35
ai is to careful here it plays sword of war and peace and enquip it to one of its creatures AFTER it attacks in second phase
Who is online
Users browsing this forum: No registered users and 27 guests