"Creature's Decks" - themed AI decks

All created AI or player decks. All discussion related to Wagic AI deck competion and results.

"Creature's Decks" - themed AI decks

Postby Psyringe » Fri Sep 18, 2009 9:37 am

Update: Download link and general info added at the bottom of the post.

In this thread I'll release a couple of AI decks I've been toying around with. These decks are meant to provide thematic variations as well as strategcal challenges.

Note that these decks are built with the goal of including them in future releases of Wagic. This means that they may not unfold their full potential due to bugs or AI shortcomings in the current release of Wagic. I hope they are interesting enough to nevertheless give them a try,


How to add an AI deck to your game:

- Copy the deck (i.e., all the text in the code box) into a text editor (like Notepad).
- Save the file to the folder PSP\GAME\WTH\Res\ai\baka\
- This folder contains various files called deckXX.txt, with XX being numbers from 1 onward. Always choose the smallest unused number for the name of your deck,
otherwise the game won't see it. Example: If the folders contains the files deck1.txt through deck28.txt, then save your file as deck29.txt .
- Optionally you can add a custom avatar to the res\ai\baka\avatar folder, as a 35x50 jpg image. If you don't, the default AI avatar will be used. I probably won't provide avatar's for these decks myself, but I won't stop others from doing so.


The rationale behind these decks

The decks in this thread are themed decks. They are not built with the goal to make the strongest deck possible (although some are hopefully quite difficult to beat), rather the strength of the deck is just one of several factors I tried to consider.

Each deck is built around one main creature. The main question is: "If this creature were to build a Wagic deck, how would that deck look like?". The deck shouldalso adhere to the following guidelines:

1. Compatibility. The deck must only use cards which are officially supported by Wagic. Players should not need to download additional sets just to enjoy the decks released in this thread.

2. Legitimacy. The deck should be legit according to the DCI rules for Vintage games. Basically this means: at least 60 cards, no more than 4 cards with the same name (excluding basic lands), banned cards should not apear in the deck, and no more than 1 each of any restricted card. Here's a link to the current list of banned and restricted cards for Vintage.

Players will (hopefully) get the feeling that one or another AI got a pretty good deck, but they shouldn't get the impression that the AI relies on "cheating" with illegit decks in order to win. Players often enjoy it if they see the AI utilizing an interesting card combo, even if that combo makes them lose - but they usually don't enjoy being beaten by a deck with 20 Black Lotus, 20 Ancestral Recall, Time Walk, and a handful of direct damage spells, in turn one.

3. Focus. The main creature's abilities define the focus of the deck. Other cards should have similar abilities, or they should strengthen or help the main creature's abilities. Minimize cards that do not contribute to the focus of the deck.

The decks provided here have a very narrow focus, much narrower than most decks you see in tournaments or while playing against skilled human players. This serves two purposes: One, a narrow focus makes it easier for the AI to play the deck. For humans it may be good to have deck that allows them to switch between several styles of play, depending on the opponent. For an AI this is a recipe for disaster. A human player can use the freedom of choice to choose a better strategy. For the AI, freedom of choice just means more chances to screw up. The current AI plays best when set on rails, and a narrowly focused deck provides such rails.

Two, a narrow focus ensures that the player will experience a wide variety of very different games, although he's technically always playing against the same algorithm. It also entices the player into the metagame of identifying the focus of a given opponent's deck, and finding ways to counter it.

4. Theme. The game evokes images of a fantasy world, of epic battles being fought with fantasy creatures and spells. The deck should be be plausible in that context, this helps players to immerse themselves into that world.

"Would these creatures really ally with each other and work together?" is a relevant question for a deck's thematic integrity.

Also, since every deck is centered around one main creature, this creature should thematically be the "leader" of the deck. I tried not to add creatures that wouldn't work "under" the main creature.

5. Strength. Of course, a deck should still be as strong and powerful as possible.

In short: The goal for decks in this series is to be fully compatible with the official Wagic release, be legit for Vintage games according to DCI rules, have a narrow focus, be thematically consistent, and still perform as strong as possible.

Naturally, these goals are often at odds with each other, so a balance has to be struck. All rules except the first one may be broken, or take a backseat, if there's a good reason for it.


Feedback

None of the decks I present here will be perfect, there will always be ways to improve them. I may have made very obvious mistakes, I'm not an experienced Magic player. This probably helps me to think out of the box and to not overlook cards that are bad choices for regular decks, but which might work very well for the AI under a given focus. But it also makes me vulnerable for beginner's mistakes. So, if you spot one of those mistakes, or see any other wy to improve a deck, please don't hesitate to make suggestions.

The only thing I ask for is that you also provide a reasoning for your suggestions, so that I can retrace your thoughts. Obviously, feedback in the form of "I would swap card A for card B - it's cheaper to cast, and it fits the deck's theme and focus just as well" will be much more helpful for me than feedback like "N00b, trash card A, any1 knowz it suckzorz!!!" - because the former gives clear und understandable reasons why that suggestion is a good idea, whereas the latter doesn't really provide any reason at all. ;)

I'd also be delighted if people posted their own "creature's decks" here. I found this approach an interesting method of creating diverse decks, and there are hundreds of creatures left that just wait for having a deck built around them. :)


Other threads with AI decks

If you're interested in more AI decks, have a look at these threads too:

Excellent AI decks by Niegen
General AI deck thread by nakano, including a deck.
Decks by ih317kkjp

And if you want to build more AI decks (which would be great!), here are some helpful resources:

How to build an AI deck by wololo
List of all cards officially supported in Wagic 0.8.1
The testing Suite 1 by wololo
The testing Suite 2 by wololo
The Gatherer, Magic's official card library and search engine


Downloads and general information

A zip file with "Creature's Decks" 1-14, updated as of 09/30/2009, is attached to this post. All Creature's Decks in the following posts in this thread have been updated as well.

Note: These versions of the decks work with the current SVN version of Wagic. They may *not* work with Wagic 0.8.1 - if you do use them in Wagic 0.8.1, then some cards will be missing, some cards will be buggy, and some (albeit very few) cards may even cause crashes. Most decks should still work "more or less" under 0.8.1 (albeit with reduced efficiency), but I can't give any guarantees.

If someone wants to use these decks under 0.8.1, please say so in the thread. I can give detailed information about how to fix several of the buggy cards if desired.

11/02/09: Download removed, it's obsolete now. All decks (except two which where severely underperforming and await improvement) are already included in Wagic 0.9.1. I will develop more decks, but will add them to the SVN repository directly. You can checkout or copy/paste them from there.
Last edited by Psyringe on Wed Sep 30, 2009 9:44 am, edited 5 times in total.
Psyringe
 
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Creature's Decks 1 - Kobold Overlord

Postby Psyringe » Fri Sep 18, 2009 9:50 am

Here's the first deck - a deck that a Kobold Overlord would (and could) assemble. :)

The deck isn't very strong and should pose no match for a well-built deck. Beginning players might find it challenging though.

Unfortunately, the deck is hampered by current AI shortcomings. Kher Keep, Brightstone Ritual, and Bravado, would all work very well in the context of this deck, but the AI consistently shoots itself in the foot with each of these cards. See the notes at the end of the deck code for details.

Code: Select all
#NAME:Kobold Overlord
#
#DESC: Creature's Decks 1:
#DESC: "The deck that a Kobold Overlord
#DESC: would (and could) assemble."
#DESC: (v1.06)
#DESC:
#DESC:You may think we are weak
#DESC:But we are many
#DESC:And sometimes we can hire
#DESC:A powerful mercenary
#
Mountain (10E)              *22
Crimson Kobolds (LEG)       *4
Crookshank Kobolds (LEG)    *4
Kobold Drill Sergeant (LEG) *4
Kobold Overlord (LEG)       *4
Kobold Taskmaster (LEG)     *4
Kobolds of Kher Keep (LEG)  *4
Battle Squadron (MRQ)       *2 # to have a flyer in the deck
Keldon Warlord (RV)         *2
#   Doesn't fit the theme too well (would a Keldon Warlord really
#   work as a mercenary for a Kobold Overlord?), but without it
#   the deck would be too weak, and a deck full of weak
#   creatures is exactly the environment where a Keldon Warlord
#   thrives.
Wheel of Fortune (RV)       *1
#To get a new hand (hopefully) full of cheap kobolds once the
#previous hand has been used up. Only 1 because it's
#restricted.
Slate of Ancestry (ONS)     *2
#To draw more cards (check whether the AI overuses it and
#decks itself out)
Howling Mine (10E)          *4
Mob Justice (STH)           *3  # finisher
#
#
# Cards considered, but not included:
# Orcish Oriflamme - would match the deck's focus of
#   strengthening the creatures, but is too expensive. Perhaps add
#   it when mana acceleration is possible for this deck.
#
# Cards removed from he deck:
# 3 x Bravado (USG) (ID 5848)
# The card's name and illustration don't really fit the "kobold"
# theme, but the effect (strength through numbers) definitely
# does.
# Removed because the AI casts it on its opponent's creatures.
#
# 4 x Brightstone Ritual (ONS) (ID 39846)
# for mana acceleration
# Removed because the AI doesn't use the mana.
# Also ... only works with goblins. Duh. *blush*
#
# 2 x Kher Keep (TSP) (ID 113553)
# For bringing additional kobolds into play
# AI taps Kher Keep for mana and then can't
# use that mana to produce a kobold token.
#


Edit: Updated to 1.06
Last edited by Psyringe on Wed Sep 30, 2009 4:27 am, edited 1 time in total.
Psyringe
 
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Creature's Decks 2 - Might Sliver

Postby Psyringe » Fri Sep 18, 2009 10:00 am

I haven't seen a Sliver deck yet for Wagic, so here is one.

It should work decently, although I had to severely limit the Sliver types included. Basically any sliver that allowed the AI to sacrifice other Slivers made the AI killing off its own creatures, and every sliver which added paid or targeted abilities reduced the efficiency of the deck, because the AI neither knows when to pay for an ability, nor can it determine the best target for its actions.

Nevertheless I hope it's fun to finally play against Slivers in Wagic. :)

Code: Select all
#NAME:Might Sliver
#
#DESC: Creature's Decks 2:
#DESC: "The deck that a Might Sliver
#DESC: would (and could) assemble."
#DESC: (v1.01)
#DESC:
#DESC:The Hive reaches your doorstep ...
#
#

Winged Sliver (TMP)  *2 # gives Flying

Horned Sliver (TMP)  *3 # gives Trample, also 2/2 isn't bad for a
                        # 3-drop creature that others will pump

Muscle Sliver (TMP)  *4 # cheap and the +1/+1 bonus is cumulative
                        # and can't be misused by the AI

Heart Sliver (TMP)   *2 # gives Haste

Talon Sliver (TMP)   *3 # gives First Strike

Watcher Sliver (TSP) *1 # nice cumulative +0/+2 bonus, but too
                        # expensive to have more of them, and we
                        # only have 3 plains in the deck

Shadow Sliver (TSP) *1  # might be great or bad - thrown in as
                        # an element of surprise

Crystalline Sliver (STH) *1 # Shroud is nice, especially in a
                            # deck with no non-creature spells

Bonesplitter Sliver (TSP) *4  # nice cumulative +2/+0 bonus

Fury Sliver (TSP) *2    # gives double strike, only 2 because
                        # it's a 6-drop creature

Might Sliver (TSP) *4   # nice cumulative +2/+2 bonus

Spined Sliver (STH) *2  # gives Rampage

Spinneret Sliver (TSP) *3  # 2/2 Sliver for only 2 mana, also
# gives Reach to all slivers, which is good because we only have
# two Winged Slivers in the deck, and those might not even be
# played because we have few Islands.

Gemhide Sliver (TSP) *4 # Additional mana source to get Might
                        # Slivers out faster
                       
Forest (M10)   *12      # (most slivers in the deck are green)
Island (M10)   *3       # only 4 blue creatures in the deck
Mountain (M10) *6
Plains (M10)   *3       # only 5 white creatures in the deck

#
# Cards considered, but not included:
# Basal Sliver - AI too eager to sacrifice
# Clot Sliver - would be the only black sliver left after Basal
   Sliver was taken out; also: AI not too smart with regeneration
# Sedge Sliver - no swamps in deck (since all black slivers were
#   taken out)
# Firewake Sliver - AI too eager to sacrifice
# Mnemonic Sliver - AI too eager to sacrifice
# Telekinetic Sliver - AI doesn't make smart tapping definitions
# Quilled Sliver - AI can't target ability in a smart way
# Armored Sliver - AI can't decide well when to use ability
# Barbed Sliver - AI can't decide well when to use ability
# Venser's Sliver - doesn't strengthen other slivers
# Sliversmith - doesn't profit from other slivers. Its tokens
#   do, but the AI isn't smart in deciding which cards to discard
# Metallic Sliver - is cheap, but doesn't strengthen other slivers
# Victual Sliver - AI too eager to sacrifice
# Battering Sliver - effect already provided by cheaper Horned Sl.
# Sliver Queen - AI can't handle 5-color deck
# Reflex Sliver - Heart Sliver has same effect for lower cost
# Sinew Sliver - good +1/+1 bonus, but only few plains in this
#   deck, and red/green slivers provide same or similar effects
# Synchronous Sliver - Vigilance is nice, but sliver is blue and
#   pretty expensive
#
# Cards removed from the deck:
# 20 dual lands - AI only uses the first "auto" rule for each
#   dual land. Therefore none of the chosen lands produced green
#   mana, the AI treated most dual lands as islands, and the deck
#   never got sliver production started.


Edit: updated to 1.01
Last edited by Psyringe on Wed Sep 30, 2009 4:59 am, edited 1 time in total.
Psyringe
 
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Creature's Decks 3 - Master of Etherium

Postby Psyringe » Fri Sep 18, 2009 10:07 am

This one can get pretty nasty if the player lets it develop - even though the AI tends to waste tons of mana while playing it. ;)

The deck also has some obvious vulnerabilities, but these are left for the player to find out. :)

Code: Select all
#NAME:Master of Ether
#
#DESC: Creature's Decks 3:
#DESC: "The deck that a Master of Etherium
#DESC: would (and could) assemble"
#DESC: (v1.01)
#DESC:
#DESC: Surrounded by the things I built
#DESC: my power will grow
#DESC: boundlessly
#

Master of Etherium (ALA) *4  # gets stronger with every artifact

Vedalken Archmage (MRD)  *2  # draws card when summoning artifact

Ornithopter (10E)        *4  # cheap artifact, later air defense
Nuisance Engine (MRD)    *4  # create more cheap artifacts

Cathodion (MRD)          *4  # 3-drop 3/3 creature without a down-
                             # side since manaburn was abolished

Steel Wall (MRD)         *2  # mainly for defending
Yotian Soldier (MRD)     *2  # cheap defender

Coiled Tinviper (TMP)    *1  # first strike attacker

Scarecrone (EVE)         *2  # brings back artifacts

Glaze Fiend (ALA)        *2  # temp. bonus for playing artifacts

Salvage Slasher (CFX)    *2  # grows stronger with artifacts in
                             # graveyard - nice effect if opponent
                             # has destroyed all artifacts

Silver Myr (MRD)         *4  # artifact source of blue mana (which
                             # is needed for the 6 Vedalken)

Akroma's Memorial (FUT)  *2  # massive bonuses incl. Trample


Island (10E)             *3  # more blue mana

Seat of the Synod (MRD)  *4  # 20 artifact lands for huge bonuses
Vault of Whispers (MRD)  *4  # on Master of Etherium and Tolarian
Great Furnace (MRD)      *4  # Academy.
Tree of Tales (MRD)      *4
Ancient Den (MRD)        *4

Academy Ruins (TSP)      *1  # brings back artifacts

Tolarian Academy (USG)   *1  # Generates massive amounts of mana
                             # in this deck - which the AI usually
                             # wastes.


# Cards considered, but not included:
# Gaea's Cradle - would make the deck even stronger, but doesn't
#   fit the theme.
#
# Cards removed from the deck:
# Sculpting Steel - reported to lead to crashes


Edit: updated to 1.01
Last edited by Psyringe on Wed Sep 30, 2009 5:47 am, edited 1 time in total.
Psyringe
 
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Creature's Decks 4 - Terravore

Postby Psyringe » Fri Sep 18, 2009 10:11 am

This is another deck that is severely hampered by several AI inabilities. But I think it's still good for a surprise. :)

Code: Select all
#NAME:TerravoreTurmoil
#
#DESC: Creature's Decks 4:
#DESC: "The deck that a Terravore
#DESC: would (and could) assemble."
#DESC: (v1.01)
#DESC:
#DESC: Your homeland is my lunch.
#

Birds of Paradise (10E)       *4  # mana source
Vine Trellis (MRQ)            *4  # mana source and defender

Carven Caryatid (RAV)         *3  # card drawer and defender
Collective Unconscious (MRQ)  *2  # card drawer

Knight of the Reliquary (CFX) *4  # attacker
Terravore (ODY)               *4  # attacker

Armageddon (POR)              *4  # puts lands into graveyard
Kudzu (RV)                    *1  # should be 4, but the AI puts
                                  # several Kudzus on one land,
                                  # which causes a crash
Winter's Grasp (TMP)          *2  # weak replacement for Kudzu

Nature's Lore (ICE)           *4  # land fetcher for fast buildup
Rampant Growth (10E)          *4  # land fetcher for fast buildup

Grasslands (MIR)              *4  # two land fetchers which put
Mountain Valley (MIR)         *4  # themselves into the graveyard,
                                  # feeding the Terravore and the
                                  # Knight

Forest (M10)  *8
Plains (10E)  *6
Flagstones of Trokair (TSP)   *2

#
# Cards considered, but not included:
# Foratog - eats forests (which is good), but the AI doesn't use
#   this ability.
# Terramorphic Expanse - crashes game
# Windswept Heath - crashes game
# Elves - more mana sources not needed
#
# Cards removed from the deck:
# 3 more Kudzu- game crashes when a land with two Kudzu on it is
#   tapped


Edit: updated to 1.01
Last edited by Psyringe on Wed Sep 30, 2009 5:55 am, edited 1 time in total.
Psyringe
 
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Re: "Creature's Decks" - themed AI decks

Postby wololo » Fri Sep 18, 2009 10:24 am

Just so that people don't get the wrong idea: I said I would look into improving the AI as soon as I'm done with the current changes in the GUI, but not that these changes would make it to next release. I'll do my best, but clearly some of the changes you asked for won't make it into the code in time
wololo
Site Admin
 
Posts: 3709
Joined: Wed Oct 15, 2008 12:42 am
Location: Japan

Re: "Creature's Decks" - themed AI decks

Postby Daddy32 » Fri Sep 18, 2009 10:29 am

Great, been looking forward to your decks for some time.
Will try them and leave feedback.
One minor thing: are there the avatars for them available? (I understand the reasons of not including copyrighted art)

Also, talking about next release, roughly when is it going to happen?
Daddy32
 
Posts: 177
Joined: Thu Aug 20, 2009 8:20 am
Location: Slovakia

Re: "Creature's Decks" - themed AI decks

Postby Niegen » Fri Sep 18, 2009 10:36 am

Neat!

I just want to point out that Sculpting Steel might not be a good idea in an AI deck: if there are no artifact to copy, the game will go in a loop. You won't have to reboot, but still, an annoyance.
Niegen
 
Posts: 148
Joined: Sun Jul 12, 2009 9:46 am

Re: "Creature's Decks" - themed AI decks

Postby Psyringe » Fri Sep 18, 2009 10:45 am

wololo wrote:Just so that people don't get the wrong idea: I said I would look into improving the AI as soon as I'm done with the current changes in the GUI, but not that these changes would make it to next release. I'll do my best, but clearly some of the changes you asked for won't make it into the code in time

Thanks for the clarification. Don't worry, I didn't expect you to do complex AI changes for the next release - I guess you'll be happy if the UI change is finished, and want to release a new version before tackling the next complicated beast (AI issues).

But I see that my wording in the first post was misleading - I changed "for the next release" to "for future releases" to prevent misunderstandings.

Btw, I hope you find the time to test some of the decks and leave some feedback. :)
Psyringe
 
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Re: "Creature's Decks" - themed AI decks

Postby Psyringe » Fri Sep 18, 2009 10:59 am

Daddy32 wrote:Great, been looking forward to your decks for some time.
Will try them and leave feedback.

I hope they are worth the wait. :) As you can see from the notes, some of the had to stray pretty far from the original vision, but I hope they still make worthwile additions.

Daddy32 wrote:One minor thing: are there the avatars for them available? (I understand the reasons of not including copyrighted art)

I haven't made avatars for them (not even for personal use). I'm not very good with artwork either, so my time is probably better spent building more decks.

Since every deck is associated with a specific creature, and every creature has a card, I hope that sometime in the future it might be possible to specifiy an ID in the deck's code, and the game will then use the artwork of that card (perhaps cropped) as its avatar. But I don't know how difficult that is to program, and I didn't want to request it with only four decks released.
Psyringe
 
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Advertising

Next

Return to Custom decks & Competition

Who is online

Users browsing this forum: Bing [Bot] and 0 guests