AI Deck Prioritization

Mburn7
Mburn7 Posts: 3,427 Chairperson of the Boards
I know this has been said before, but there really should be some way to tell the AI how to pilot your deck.

Currently it seems to run creature first, then spell, then support, with the highest cost/rarity of each category coming first.
But for a lot of decks this isn't the optimal way to play.

Why not put in a quick checklist when you enter a deck into a node?  Something like

-Default
-Creatures First
-Creatures Last
-Supports First
-Supports Last
-Spells First
-Spells Last

Or something similar (maybe a 1-2-3 ranking you assign to each category for priority order).

Within each category the AI's existing priority rules could still apply.  This way if you make a deck that does not want to summon creatures (my embalm/eternalize decks are a good example), you can let the AI know to cast the supports and spells first instead of saving up for big creatures that you want discarded instead.

This would fit in with Oktagon's (so far successful) attempts to make the AI more skilled and difficult, and make matches much more interesting and challenging (instead of always knowing that expensive card being charged is a creature)

Thoughts?
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Comments

  • UweTellkampf
    UweTellkampf Posts: 376 Mover and Shaker
    Yes, please! Anything to give the AI a direction would be great. I like the way how you set it up through categories, but it would also be nice to give the AI the priority simply via the order of cards in the deck. The first card you put in would be the one the AI should prioritize. Then the second and so on. 
  • julianus
    julianus Posts: 188 Tile Toppler
    Interesting idea, but remember this is a commercial product they work on. Do you think a change like this would result in enough additional revenue to justify the time and expense of coding it?

  • Mburn7
    Mburn7 Posts: 3,427 Chairperson of the Boards
    Yes, please! Anything to give the AI a direction would be great. I like the way how you set it up through categories, but it would also be nice to give the AI the priority simply via the order of cards in the deck. The first card you put in would be the one the AI should prioritize. Then the second and so on. 
    That would be a little more annoying to set up, and possibly difficult to code.  I set up mine the way I did because it would fit nicely with the existing rules, just with a different type order
  • bk1234
    bk1234 Posts: 2,924 Chairperson of the Boards
    julianus said:
    Interesting idea, but remember this is a commercial product they work on. Do you think a change like this would result in enough additional revenue to justify the time and expense of coding it?

    What if adding card prioritization to a deckslot was a feature that you have to use crystals for?  I know quite a few people who would do it to troll around a bit. 
  • asm0deus
    asm0deus Posts: 73 Match Maker
    I think it might not work as well as we think. Imagine a hand with 2 rishkars expertise and reason. Putting rishkars as more of a priority than reason would mean the ai would cast both rishkars first before reason when i would set it up as rishkars/reason/rishkars. Rishkars might not be the best example since it depends on hand size but i hope you get the idea.
  • Mburn7
    Mburn7 Posts: 3,427 Chairperson of the Boards
    asm0deus said:
    I think it might not work as well as we think. Imagine a hand with 2 rishkars expertise and reason. Putting rishkars as more of a priority than reason would mean the ai would cast both rishkars first before reason when i would set it up as rishkars/reason/rishkars. Rishkars might not be the best example since it depends on hand size but i hope you get the idea.
    Obviously it won't be perfect, nor would we expect it to be.  But, for example, if the hand has a rishkar, a reason, and a Gaia's Revenge, you would want to play the rishkar first, not Gaia like it would now
  • julianus
    julianus Posts: 188 Tile Toppler
    bken1234 said:
    julianus said:
    Interesting idea, but remember this is a commercial product they work on. Do you think a change like this would result in enough additional revenue to justify the time and expense of coding it?

    What if adding card prioritization to a deckslot was a feature that you have to use crystals for?  I know quite a few people who would do it to troll around a bit. 
    Might work - hard for me to say, without knowing what parts of the game people spend real money on. I have a hunch that most of the people who'd be keen to troll are the same people who never need to spend money on crystals. :smile:

    Another possibility could be including this as part of a hypothetical set of game-wide system and feature changes, aimed at making the game more generally appealing to play and spend money on. I guess the open question is whether this kind of change would contribute to that. :wink:
  • FindingHeart8
    FindingHeart8 Posts: 2,731 Chairperson of the Boards
    Mburn7 said:
    I know this has been said before, but there really should be some way to tell the AI how to pilot your deck.

    Currently it seems to run creature first, then spell, then support, with the highest cost/rarity of each category coming first.
    But for a lot of decks this isn't the optimal way to play.

    Why not put in a quick checklist when you enter a deck into a node?  Something like

    -Default
    -Creatures First
    -Creatures Last
    -Supports First
    -Supports Last
    -Spells First
    -Spells Last

    Or something similar (maybe a 1-2-3 ranking you assign to each category for priority order).

    Within each category the AI's existing priority rules could still apply.  This way if you make a deck that does not want to summon creatures (my embalm/eternalize decks are a good example), you can let the AI know to cast the supports and spells first instead of saving up for big creatures that you want discarded instead.

    This would fit in with Oktagon's (so far successful) attempts to make the AI more skilled and difficult, and make matches much more interesting and challenging (instead of always knowing that expensive card being charged is a creature)

    Thoughts?
    I'm not sure if I'm on board with this.  I'd hate to give the AI the ability to activate Omniloop turn 1, or Rivers Rebuke every other turn.  This model sounds good on paper, but I could see this very easily abused and definitely not an enjoyable experience.
  • Kinesia
    Kinesia Posts: 1,621 Chairperson of the Boards
    Simple changes might be lands/mana cards first, mana spells not to be played without other cards in hand.

    Then even randomising the rest of the hand would be more interesting than now.
  • morgue427
    morgue427 Posts: 783 Critical Contributor
    and you think they complain about the ai now? lol
  • Mburn7
    Mburn7 Posts: 3,427 Chairperson of the Boards
    morgue427 said:
    and you think they complain about the ai now? lol
    I know, I find it hilarious.  This AI still isn't as good as it was when I first started playing, and yet everyone thinks its op as heck.

    I would love to see it get even harder.  I hate perfect scores (especially since I never seem to get them)
  • FindingHeart8
    FindingHeart8 Posts: 2,731 Chairperson of the Boards
    Mburn7 said:
    morgue427 said:
    and you think they complain about the ai now? lol
    I know, I find it hilarious.  This AI still isn't as good as it was when I first started playing, and yet everyone thinks its op as heck.

    I would love to see it get even harder.  I hate perfect scores (especially since I never seem to get them)
    I don't think that would be fair to lower level players.  High entry barriers do not make for a profitable game.
  • Mburn7
    Mburn7 Posts: 3,427 Chairperson of the Boards
    Mburn7 said:
    morgue427 said:
    and you think they complain about the ai now? lol
    I know, I find it hilarious.  This AI still isn't as good as it was when I first started playing, and yet everyone thinks its op as heck.

    I would love to see it get even harder.  I hate perfect scores (especially since I never seem to get them)
    I don't think that would be fair to lower level players.  High entry barriers do not make for a profitable game.
    The thing is, thanks to the (admittedly flawed) tier system, low level players face mostly other low level players.  It doesn't matter how smart the AI is if the decks aren't very good.

    Also, my proposed change won't really effect most low level decks anyway.  But if its really an issue, make it so you don't unlock the controls until Gold tier (or even platinum).  Then its an extra incentive to level up but not a barrier for noobs
  • DBJones
    DBJones Posts: 803 Critical Contributor
    An important note: most new players start in story mode, a few of the early battles would be quite awful with bad cards and really good AI. However, I think the biggest issue with story mode is how it gives new players the false impression that leveling up your Planeswalkers is always better.
  • FindingHeart8
    FindingHeart8 Posts: 2,731 Chairperson of the Boards

    Mburn7 said:
    Mburn7 said:
    morgue427 said:
    and you think they complain about the ai now? lol
    I know, I find it hilarious.  This AI still isn't as good as it was when I first started playing, and yet everyone thinks its op as heck.

    I would love to see it get even harder.  I hate perfect scores (especially since I never seem to get them)
    I don't think that would be fair to lower level players.  High entry barriers do not make for a profitable game.
    The thing is, thanks to the (admittedly flawed) tier system, low level players face mostly other low level players.  It doesn't matter how smart the AI is if the decks aren't very good.

    Also, my proposed change won't really effect most low level decks anyway.  But if its really an issue, make it so you don't unlock the controls until Gold tier (or even platinum).  Then its an extra incentive to level up but not a barrier for noobs
    I get what you're saying.  I just want to see what sets rotate out of standard, and what cards get "rebalanced" before I'm comfortable with any harder difficulty than we already have.

    If you feel like the game is too easy for you, you could always play a deck full of commons/uncommons or play a deck with planeswalker Hautli ;)
  • Mburn7
    Mburn7 Posts: 3,427 Chairperson of the Boards
    DBJones said:
    An important note: most new players start in story mode, a few of the early battles would be quite awful with bad cards and really good AI. However, I think the biggest issue with story mode is how it gives new players the false impression that leveling up your Planeswalkers is always better.
    I wouldn't call that a false impression.  Especially with the Origins and Zendikar walkers which were specifically designed to encourage people to level them up (there used to be an issue where there was no point leveling Gideon past 20).  Some of the new walkers don't need to be level 60, but that's more because of terribly designed mana curves than anything else.

    Why would you not want to level your walkers?  To force easier opponents in events?  I can't think of any other benefit
  • DBJones
    DBJones Posts: 803 Critical Contributor
    Exactly, leaving your Planeswalkers low-level means you face other people at low levels. Most importantly, more of the people you face have reasonable card collections, people with level 60 characters generally have better cards. In Silver, my level 1 Liliana, Death's Majesty with one rare, the rest uncommon and common is my most consistent non-cycling strategy. Nicol Bolas and the improved AI have dropped my win rate a bit, but I still usually go 4-0 in Training Grounds. Having a few level 60 Planeswalkers for PvE is important, but low-level is often the way to go for PvP.
  • morgue427
    morgue427 Posts: 783 Critical Contributor
    i have leveled all of mine( except the last few i am still working on that i got recently) sorry i think it is cheating to try to  play lower levels hoping to get easy matches. I am  firm believer in slow and steady play to get there, that said in tg good night i go 4-0 but far from every night, usually i go 4-1, i live with it it. yes it is with a level 60 in platinum, i got there and feel like it is cheating to use a low level just to get a better chance to win faster.
      I dont think that the suggested improvments are a bad idea but i cant picture some wanting to play against them if the are trying to min/max wins and rewards. i would try it but some of those decks i wouldnt want to face ai smart enough to play them perfectly by anymeans, nobody wants to lose everytime though
  • Mainloop25
    Mainloop25 Posts: 1,959 Chairperson of the Boards
    To me, using low level walkers is akin to using all-in cycle decks. Sure you can win easier, but are having as much fun doing it? 
  • FindingHeart8
    FindingHeart8 Posts: 2,731 Chairperson of the Boards
    To me, using low level walkers is akin to using all-in cycle decks. Sure you can win easier, but are having as much fun doing it? 
    I agree with this 95%, except with Gideon1 (who I read somewhere on these threads is more powerful at level 10 than at level 60).  I never leveled him up past that and I do enjoy using him for weenie battles.