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High-level TODOs for AI simulation code:
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- When copying the game and simulating, copy what's on the stack. This will
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allow AI to use effects that e.g. sacrifice their creatures that are targeted
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by removal as well as play counterspells using the simulation framework.
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- When evaluating permanents with ETB effects (e.g. oblivion ring), simulate
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all possible targets, just like SA targeting during simulation.
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- When evaluating what to play during combat, simulate until end of combat, so
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that the AI takes into account how much life or chump blockers are saved when
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killing an attacking creature, for example.
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- When evaluating game state, creature evaluations should take into account the
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current turn and phase and what creatures the opponent has - so that for e.g.
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if the opponent can kill you next turn with enough attacking creatures, then
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effects that produce blockers are rated higher.
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- AI is too eager to play spells. For example, the AI may want to play an instant
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during draw phase, since that's the best spell to play at that point, whereas
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in reality, waiting till MAIN1 and playing a creature or sorcery may be the
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better decision.
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- AI needs to ration mana somehow. Right now, it's a "greedy play best spell"
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system. It fails to take into account situations where playing two cheap
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spells is a better alternative than playing one expensive spell whose effect
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is better than each cheap spell, but not than both of them.
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