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Sepefeets Silverfish update (OG, Kara, MSG)
parakeet
#546 Posted : Monday, July 11, 2016 3:21:14 AM(UTC)

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@Sepefeets - Regarding Doomsayer - Would it work to lower the board value like you originally suggested? In the getPlayfieldValue calculations, check if an unsilenced doomsayer is among the enemy minions then search playactions to see if anything targeted doomsayer. Lower the board value if doomsayer was targeted? Potentially also, don't add value to the board for ownminions if there is a doomsayer among enemyminions - to 'let the bot know' minions cast into doomsayer, and already on the board, do not have their normal value...

Since we have the penalty for certain actions (example: playing non-buff, non-charge minions) is 500, the movegen will not even try certain moves that could result in doomsayer death.
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sepefeets on 7/11/2016(UTC)
parakeet
#548 Posted : Monday, July 11, 2016 3:55:57 AM(UTC)

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For Joy, Turn 8, Datasync caused missed fatal: https://paste.ee/p/fTyJ6
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sepefeets on 7/11/2016(UTC)
Dre
#549 Posted : Monday, July 11, 2016 10:38:33 AM(UTC)

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After turn 5 it just used it coin, for nothing.

http://pastebin.com/ZkuQB9MW
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sepefeets on 7/11/2016(UTC)
parakeet
#550 Posted : Monday, July 11, 2016 2:19:50 PM(UTC)

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Dre;39511 wrote:
After turn 5 it just used it coin, for nothing.

http://pastebin.com/ZkuQB9MW


Some delicious datasync there. It doesn't update jugglers damage, then it fails to update that the darkshire councilman had already attacked! So it thought, well if its ready to attack still, might as well coin out forbidden ritual to buff it. So it played the coin, then the data updated, and it calculated forbidden ritual was a waste. Maybe the penalty on forbidden ritual should be raised a bit though so coin into ritual for one extra damage to a high heath enemy hero is not attractive.
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sepefeets on 7/11/2016(UTC)
Dre
#551 Posted : Monday, July 11, 2016 5:30:09 PM(UTC)

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parakeet;39514 wrote:
Some delicious datasync there. It doesn't update jugglers damage, then it fails to update that the darkshire councilman had already attack! So it thought, well if its ready to attack still, might as well coin out forbidden ritual to buff it. So it played the coin, then the data updated, and it calculated forbidden ritual was a waste. Maybe the penalty on forbidden ritual should be raised a bit though so coin into ritual for one extra damage to a high heath enemy hero is not attractive.


Ah damn, had high hopes when the HR updated said "fixed the datasync issue" :) hehe
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sepefeets on 7/11/2016(UTC)
sepefeets
#547 Posted : Monday, July 11, 2016 6:17:33 PM(UTC)

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parakeet;39505 wrote:
@Sepefeets - Regarding Doomsayer - Would it work to lower the board value like you originally suggested? In the getPlayfieldValue calculations, check if an unsilenced doomsayer is among the enemy minions then search playactions to see if anything targeted doomsayer. Lower the board value if doomsayer was targeted? Potentially also, don't add value to the board for ownminions if there is a doomsayer among enemyminions - to 'let the bot know' minions cast into doomsayer, and already on the board, do not have their normal value...

Since we have the penalty for certain actions (example: playing non-buff, non-charge minions) is 500, the movegen will not even try certain moves that could result in doomsayer death.

Yeah I'll explore it.
er009
#552 Posted : Monday, July 11, 2016 7:19:09 PM(UTC)
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Used "Dream" -card on newly played Twilight Guardian just to replay it the same turn.

Full log: http://pastebin.com/zxU7givv
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sepefeets on 7/12/2016(UTC)
Elekid
#553 Posted : Monday, July 11, 2016 7:38:57 PM(UTC)
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Plays abusive sergeant as first minion, buffs enemy minion. Instead of playing like possessed villager first and buff that minion.

link
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sepefeets on 7/12/2016(UTC), parakeet on 7/15/2016(UTC)
godshades
#555 Posted : Tuesday, July 12, 2016 2:14:38 AM(UTC)

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http://pastebin.com/2eyJBZkN
turn 8: 11hp, use alexstraszaschampion trade enemy aberrantberserker (5/2) better value than go face

p/s: how to make mortal strike not rush hit face when not low hp or just face when lethal
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sepefeets on 7/12/2016(UTC)
Dre
#556 Posted : Tuesday, July 12, 2016 2:54:20 AM(UTC)

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godshades;39522 wrote:
http://pastebin.com/2eyJBZkN
turn 8: 11hp, use alexstraszaschampion trade enemy aberrantberserker (5/2) better value than go face

p/s: how to make mortal strike not rush hit face when not low hp or just face when lethal


Check your settings.txt on the top is a value called "enfacehp = " set the number behind it to the value u find it ok to hit his face with weapon. When you set it to like 15. there is a very high penalty for hitting face with weapons when enemy health is higher then 15. Dunno if mortal strike is labbeled as a weapon tho.

To solve your problem you can put a cardvalue on Mortal strike so it wont "waste" it on small things / just face with no real cause. I have no idea how Mortal stike is currently behaving. But you can start with a value of 10 or 15. and then lower or up it to likings. (its not science its mostly a guess / or you need to have turns where you can simulate) if you up it high enough it will only use it when leathal. But thats is not really what you want.

// Cardvalue Mortal Strike (EX1_408)
cardvalue:EX1_408,15
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sepefeets on 7/12/2016(UTC)
Elekid
#558 Posted : Tuesday, July 12, 2016 4:15:55 AM(UTC)
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I was wandering why the useSecretsPlayArround is set to false in the 'default' settings. Is there a downside to putting it on? It works great on the Zoolock and Aggro Shaman deck I've been using.
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sepefeets on 7/12/2016(UTC)
Dre
#561 Posted : Tuesday, July 12, 2016 4:37:38 AM(UTC)

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http://pastebin.com/86Fjjrvf

Turn 5. enemy has a 4/2 minion. Bot first flys my 1/1 into it and then kills it with my 3/1 weapon. The weapon alone would be enough. poor 1/1 spider died for nothing

And - it went allright but why didnt the bot expect the kodo to kill the juggler on turn 9. Since it wanted to quick shot it after at first. But when just did hero power instead when it registered it was dead.
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sepefeets on 7/12/2016(UTC)
sepefeets
#557 Posted : Tuesday, July 12, 2016 4:52:16 AM(UTC)

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godshades;39522 wrote:
p/s: how to make mortal strike not rush hit face when not low hp or just face when lethal

With logs where that happens, with a cardvalue =500 rule in your combos. I added a penalty to play it less over 12 hp but without a log I can't be sure how well it works.
sepefeets
#559 Posted : Tuesday, July 12, 2016 5:29:29 AM(UTC)

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Elekid;39527 wrote:
I was wandering why the useSecretsPlayArround is set to false in the 'default' settings. Is there a downside to putting it on? It works great on the Zoolock and Aggro Shaman deck I've been using.

Because it has always been off? It does extra processing so it should be a little slower and guessing secrets may help or it may hurt...

Dre;39528 wrote:
http://pastebin.com/86Fjjrvf

Turn 5. enemy has a 4/2 minion. Bot first flys my 1/1 into it and then kills it with my 3/1 weapon. The weapon alone would be enough. poor 1/1 spider died for nothing

And - it went allright but why didnt the bot expect the kodo to kill the juggler on turn 9. Since it wanted to quick shot it after at first. But when just did hero power instead when it registered it was dead.

It had divine shield.

Turn 9 - look at the action list after the first board. SF knew the juggler would die (sim the board and see) and had no plans of using quickshot. On the next board HR said the juggler was still alive so SF wanted to kill it.
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Dre on 7/12/2016(UTC)
Dre
#560 Posted : Tuesday, July 12, 2016 5:58:26 AM(UTC)

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sepefeets;39532 wrote:

It had divine shield.


Should have seen the divine shield, sorry - i'll take another coffee first


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sepefeets on 7/12/2016(UTC)
parakeet
#562 Posted : Tuesday, July 12, 2016 9:14:56 AM(UTC)

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@Sepefeets - Reviewing your doomsayer playfield attempt, as well as my own... This line in the penalty code is causing misplay on Dre's 435.3 (wasted weapon durability into doomsayer):

if (hasweapon) retval = -p.ownWeaponAttack - 1;
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sepefeets on 7/12/2016(UTC)
Dre
#565 Posted : Tuesday, July 12, 2016 9:50:48 AM(UTC)

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http://pastebin.com/LxmEwyFn

Very wierd turn 5, enemy has only acolyte of pain. Bot plays unleash then hounds and hit the acolyte of pain... wasting Unleash, enemy gets a free card.

In my combo i even have a value for Unleach (set to 8)



http://pastebin.com/bqpVVr8G

Turn 2 has the option to play a 2-drop but plays a 1-drop instead.



http://pastebin.com/J9Rfc1X5

Turn 3 has the option to play a 3-drop but plays a 2 drop instead



http://pastebin.com/XYKtX7N0

At 2/7 mana it wastes quickshot (3 dmg) on a 3/4 minion. (remains 3/1) while i have a 4/4 taunt on the board. I even have a cardvalue on quickshot (set to 5)



for the record, all my combo's for this deck;
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sepefeets on 7/12/2016(UTC)
parakeet
#566 Posted : Tuesday, July 12, 2016 3:10:46 PM(UTC)

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Dre;39537 wrote:


http://pastebin.com/bqpVVr8G

Turn 2 has the option to play a 2-drop but plays a 1-drop instead.


We probably need to adjust the flame juggler penalty. There is an up to 3 point penalty for wasting flame jugglers random damage. Maybe it should be 1 point, or nothing.
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sepefeets on 7/12/2016(UTC)
sepefeets
#563 Posted : Tuesday, July 12, 2016 4:15:20 PM(UTC)

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parakeet;39535 wrote:
@Sepefeets - Reviewing your doomsayer playfield attempt, as well as my own... This line in the penalty code is causing misplay on Dre's 435.3 (wasted weapon durability into doomsayer):

if (hasweapon) retval = -p.ownWeaponAttack - 1;

That tiny penalty doesn't explain why excessive multi thousand penalties to playfield value don't make it pick a board that doesn't attack doomsayer, or why it takes excessive bonuses to get it to select another board. It's a dead end anyways because changing playfield value only affects which one is chosen, but if all the boards have bad action lists then it can only pick from bad to worse. In order to have "do nothing" as an option, the actions have to be denied from ever being added to at least some of the playfields because of the penalty manager or move generator.

parakeet;39541 wrote:
We probably need to adjust the flame juggler penalty. There is an up to 3 point penalty for wasting flame jugglers random damage. Maybe it should be 1 point, or nothing.

Go for it.
parakeet
#568 Posted : Tuesday, July 12, 2016 6:27:19 PM(UTC)

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