Optimum response calculation based AI. This would "cheat" in the sense that it would peak at the whole deck of the opponent and calculate what possible moves the opponent can make in subsequent rounds, building a decision-tree like in a chess-AI to determine what's the best move.
a less "cheaty" implementation would be trying to infer the deck your opponent is using, or at least the general strategy (example: mark of darkness and a bunch of time pillars, assume ghostmare, unless ghosts take too long to appear). This would lead to a fuzzy decision tree (not sure if that's the technical term ).
Your description reminds me of my days designing custom AI scripts for AOE II. Essentially, I imagine AI's for Elements that looks at factors and uses various methods of inferring deck opposed from those factors/clues.
- Mark
- Deck size
- First turn plays (then expanding to future turn card plays)
- RECENTLY experienced opposition matching these clues
- Expanding from there into a library of past decks "not seen lately" by AI from opponents
- [own deck stuff as Zso describes about a list of "how I prefer AI to use my deck" stuff]
etc.
Edit: The AOE II corollary is that you can 'teach' (write) your AI scripts to learn/know the map style, opponent quantity, opponent civilizations chosen, etc and then invoke certain sections of AI method from that data.