MIC132
  • MIC132
  • Advanced Member Topic Starter
2015-05-18T16:04:41Z
So I noticed two small problems with AI in latest version.

First was this. I had two monsters with high def on my field (2500 and 2700). AI has Dark Magician (so 2500 ATK).
Understandably he doesn't attack.
Next turn I set a monster. Usually AI would attack it to check what it is (usual behaviour in previous version). Instead AI attacked the 2500 DEF monster, even though it didn't the turn before, as if it confused it's targets.
EDIT: It continued to attack the 2500 DEF with Dark Magician and then later Summoned Skull for a few turns till I killed them.
I remember similar things happening more than once in this version.

Second problem is directly linked to Red-Eyes Flare Metal Dragon. The AI doesn't take the 500 dmg from all activations in consideration and will happily kill itself if Flare Metal is on board.
Snarky
2015-05-18T18:20:28Z
Originally Posted by: MIC132 


First was this. I had two monsters with high def on my field (2500 and 2700). AI has Dark Magician (so 2500 ATK).
Understandably he doesn't attack.
Next turn I set a monster. Usually AI would attack it to check what it is (usual behaviour in previous version). Instead AI attacked the 2500 DEF monster, even though it didn't the turn before, as if it confused it's targets.
EDIT: It continued to attack the 2500 DEF with Dark Magician and then later Summoned Skull for a few turns till I killed them.
I remember similar things happening more than once in this version.


Trust me, this issue existed before. I've been trying to fix similar issues for the past few iterations of the attack targeting logic, but all I've managed so far is shift the issue to different situations. As I keep telling, I'll get it right eventually ;)

Quote:


Second problem is directly linked to Red-Eyes Flare Metal Dragon. The AI doesn't take the 500 dmg from all activations in consideration and will happily kill itself if Flare Metal is on board.


Thats a tough one. Making the best possible play under a condition like this is a very complex decision for the AI to handle, having to account for a couple of additional variables for every single activation, and being aware of all possible plays to get rid of the thread to determine the least amount of possible activations. I wouldn't know, where to start improving on that, the AI is mostly unaware of its available plays beyond a single card it could activate right now. It doesn't "know", if activating a search effect would search something, that could get rid of Flare, or if it already has an out available and doesn't need the search, stuff like that. I am pretty sure, I am unable to improve this behavior significantly.

I could of course prevent it from doing anything at all when Flare Metal is on the field, but that doesn't sound better to me. I could also prevent it from doing anything below a certain HP threshold, but that would just be a bandaid, it would still activate unnecessary effects until reaching the treshold, and then potentially not activate the final effect that could get rid of flare, because it would reach the treshold.
MIC132
  • MIC132
  • Advanced Member Topic Starter
2015-05-18T18:28:41Z
Well, for the second issue, I'd like it to at least not activate anything when at 500 or less. That's always a bad choice.

For the first one, well, I never had this issue before this version. It was always "if I can kill something, I will, if not I'll attack facedowns". And now suddenly it's not like that, so maybe one of your fixes backfired or something..
MIC132
  • MIC132
  • Advanced Member Topic Starter
2015-05-22T23:50:18Z
Just noticed that the 'suicidal tendencies' also apply to Volcanic Counter.