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Offline Gandora

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Re: AI customization https://elementscommunity.org/forum/index.php?topic=37272.msg1094613#msg1094613
« Reply #12 on: August 26, 2013, 09:07:43 am »
I think something that'd could be considered is something like a Spell -> Creature mapping.

You know, let's say your deck has RE and Steel Golems, then you can give some kind of priority whether you want it to use it as CC or to power your golems. (this might go in the direction of your aggressivness idea?)

Another example with adrenaline: if your deck has RoL, Rustlers and Frogs you can make a priority list on which creature to use Adrenaline first or even not use it at all.

Or if you have a OTK, you say, wait for these cards and then play them on creature x.

Or an option: do not buff a Dune Scorpion more than once.

I think the main difference between your idea and mine is that you tell the AI more explicitly how to play your deck instead of the "style" it has to be played. Of course mine are just a few examples and the possibilities might need to be more specified but I thought I'd give another idea :)
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Offline eaglgenes101Topic starter

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Re: AI customization https://elementscommunity.org/forum/index.php?topic=37272.msg1094844#msg1094844
« Reply #13 on: August 27, 2013, 02:47:18 pm »
I suggest AI personality for this because, for similar decks, similar AIs are best. But if the card combos were customized, they would have to be changed for all but the smallest of deck changes.
Also, personality variables can easily be injected into AI, while it'll be harder to read user-defined card combos.

« Last Edit: August 27, 2013, 02:52:38 pm by eaglgenes101 »
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Offline eaglgenes101Topic starter

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Re: AI customization https://elementscommunity.org/forum/index.php?topic=37272.msg1109378#msg1109378
« Reply #14 on: November 14, 2013, 01:02:17 am »
Beam up
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Offline eljoemo

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Re: AI customization https://elementscommunity.org/forum/index.php?topic=37272.msg1109412#msg1109412
« Reply #15 on: November 14, 2013, 03:24:32 am »
It would be hard as hell to code but with the NPC customization in 1.4, my god this would be brilliant.

My suggestion would be having "sliders" with different opposing characteristics, like so.

Offensive { 1  2  3  4  5 } Defensive

Fast Play { 1  2  3  4  5 } Slow Play

Offensive spends quanta on high attack first. Defensive spends quanta on shields, killing creatures and high HP creatures.
Fast play plays cards as soon as quanta is available. Combos waits for buffs or spells which interact well and saves spells for strong creatures over weak ones.

I don't know how many characteristics you would need before it becomes impossible to code/ over complicated to plan. But this should definitely make an appearance at some update in the future.
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Offline eaglgenes101Topic starter

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Re: AI customization https://elementscommunity.org/forum/index.php?topic=37272.msg1111716#msg1111716
« Reply #16 on: November 25, 2013, 05:24:16 am »
^With the 5 stats, that would be:
Defensive ( 1 2 3 4 5 ) Offensive
Predictable ( 1 2 3 4 5 ) Random
Impatient ( 1 2 3 4 5 ) Patient
Timid ( 1 2 3 4 5 ) Bold
Unreactive ( 1 2 3 4 5 ) Reactive

5 variables is probably the most that can be fit in without causing problems.
My 3 game-modification principles:
1. If it ain't broke, don't wreck it.
2. Simple fixes for simple problems.
3. Remember to fill in the holes.

 

anything
blarg: