I missed the thread in which we asked the new developers questions, I had many myself, but one topic has been on my mind a lot recently, especially after the last change in it’s behaviour: the AI. My questions would have been about the “future of the AI”, but maybe the issue is important enough for its own thread.
I will start by saying: AI is as stupid as a brick. Its weaknesses are well-known. I actually can’t see anything that the AI handles well. Starting with its gem-matching “ideas” and ending in the use of the cards, the timing, the mistakes, the self-mutilation, the AI plainly and simply makes bad/wrong decisions which lead to way too many way too easy wins for us.
I don’t mind winning, no one does, I believe. But there is the aspect of “how” the wins are accomplished, that makes me more and more bored with the game: I am not winning because I am playing well. I am winning because AI plays disastrously. In the prospect for the future of this game, and especially to the challenge that it creates, I would like to propose tweaking the AI to – well – just play better.
Here is what I think should be addressed if such re-programming would be done, please feel free to correct me or add stuff:
1. Gem-Matching. For no apparent reason, the AI is not matching 5-gems anymore, or really rarely, when match-5 is the only possibility to match anything at all. You don’t need to be a genius to see how this works against the bare principle of a puzzle-gem-matching game structure. Before the last update, it was different, and it did hit almost every match-5. Here you could just change the code to how it was before the update.
2. Gem-Matching, advanced. The avoidance of match-5 is not the only problem. The AI never ever seems to take the whole board in account when matching the gems. I mean, there are chess games out there which compute millions of possible next moves in milliseconds. Our AI computes one move: The one that is making right now. And that never (except randomly) includes the probabilities of something else happening, a landfall of sorts, a cascade or whatever. To give us harder time, this could be probably easily implemented - let “Greg” try to achieve more than just a simple match of its own color, maybe even match a neutral color which would move the gems in a way that more mana would be created. Or just make it a priority for the AI to try to get as much mana as possible out of the current board situation (after it matched-5 if there is one around)
3. Handling of cards. There is some kind of algorithm in place which tells the AI what cards too choose and play next, but this algorithm is flawed. It leads to casting “Mirrorpool” after casting “Ghea’s Revenge” (and many other poorly chosen sequences), it leads to never withholding cards but playing whatever has enough mana, and in the most extreme cases it leads to destroying it’s own creatures.
At the smallest instance you should please try to correct the last mentioned behavior of self-destruction and generally casting cards to a bad or no effect for the AI. This includes such cards like “Floodwaters”, and casting them when there is no enemy creature on the board, or “Censor” when the first card in the player’s hand has no mana to be drained and many more. But also: teach the AI to withhold stuff. Prioritize cards. Or let us do it - create preference in which order we want the cards to be played, and the AI could be made to follow this order.
4. Handling of PW abilities. This has been said one million times before, here I go again: Let the AI use its 2. and 3. ability and not only the 1. Yes, it does use the 2. and the 3. sometimes, but only if there was some crazy cascade going on, and it randomly got enough loyalty. There are even some PW where using the 1. ability is totally useless, like Sorin’s first without the creature, but the AI still pulls the trigger. I would be glad if the way how the abilities are handled would be completely random. That sometimes the AI would use the 1. ability, but sometimes it would wait and use the 3. Bonus would be of course, if it reacted to the situation on the board, but I believe I would be asking too much if I’d ask for that.
These are the four topics in which I see the most need for action and change. If AI played more carefully and thoughtfully, if it matched better and made better card decisions, the game would become somewhat harder, perfect points somewhat rarer, our own thinking about the board somewhat more strategic, and in the end, I believe it would lead to more satisfaction, because the feeling would be not as it is now: “I have beaten a brick”, but really an accomplishment of sorts.
For starters I would also be just glad if Greg would return to a state in which he was before the last update.