AI Deck Prioritization
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?
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?
3
Comments
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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.0
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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?
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UweTellkampf said: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.0
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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?0
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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.0
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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.0
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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?
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.0 -
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?
2 -
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.0 -
and you think they complain about the ai now? lol
1 -
morgue427 said:and you think they complain about the ai now? lol
I would love to see it get even harder. I hate perfect scores (especially since I never seem to get them)0 -
Mburn7 said:morgue427 said:and you think they complain about the ai now? lol
I would love to see it get even harder. I hate perfect scores (especially since I never seem to get them)
0 -
FindingHeart8 said:Mburn7 said:morgue427 said:and you think they complain about the ai now? lol
I would love to see it get even harder. I hate perfect scores (especially since I never seem to get them)
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 noobs0 -
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.
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Mburn7 said:FindingHeart8 said:Mburn7 said:morgue427 said:and you think they complain about the ai now? lol
I would love to see it get even harder. I hate perfect scores (especially since I never seem to get them)
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
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
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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.
Why would you not want to level your walkers? To force easier opponents in events? I can't think of any other benefit0 -
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.
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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
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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?0
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Mainloop25 said: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?
0
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