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Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

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Re: Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

#71
Does this implement the many completely undocumented corners of the game correctly?

Some examples: http://www.reddit.com/r/hearthstone/comments/24tvce/unwritte...

Some examples from personal experience: Ongoing effects last until a player could act, not until the minion causing them leaves the battlefield. So if you trade your 2/3 harvest golem for your opponent's 6/2 stormwind commander, they both die, you get a 2/1 damaged golem, and your knife juggler throws a knife at your opponent's wisp, the wisp will take 1 damage, go down to 2/1, then lose the buff from stormwind commander (who died a long time ago!) and go down to 1/1.

If you have a young priestess and a 1/1 imp master, your imp master can kill itself and your young priestess can target your dead imp master with her buff. This will not bring the imp master back to life, you just miss out on your buff for the turn.

Re: Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

#72

Does this implement the many completely undocumented corners of the game correctly? Some examples: http://www.reddit.com/r/hearthstone/comments/24tvce/unwritte... Some examples from personal experience: Ongoing effects last until a player could act, not until the minion causing them leaves the battlefield. So if you trade your 2/3 harvest golem for your opponent's 6/2 stormwind commander, they both die, you get a 2/1…

Most definitely... not. Well, since Harvest Golem is not yet implemented, the subtle nuances are beyond the scope anyways. It's something I will have to go through to get it right in due course.

Having said that, the focus (of my curiosity) is in AI modeling at a broader (higher?) level, so I think will be concentrating on that aspect for now.

Re: Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

#73
post #44

Earlier quoted context omitted.

I suspect that MtG's big advantage here is having a ton more cards. Hearthstone's meta is pretty straightforward because there are only a handful of cards to work with right now, but the upcoming Naxxramus mini-expansion should make things more interesting, and I'm looking forward to seeing what'll happen when they finally produce a full expansion.

How do you define straightforward? Magic has a lot of cards, but formats restrict* the pool of cards that can be used, and within each format's legal cards, the majority of them are unplayable. *(in the colloquial sense of the word restrict, except in vintage (and trivially in commander/EDH/Australian Highlander/Chromandercore), where cards are restricted in the magic sense of the words restrict)

From what I understand though is magic still ton of cards compared to HS, HS has ~ 320, isn't that much smaller than Magic, even with restrictions? I think the meta will be a lot more interesting once they expand the pool, HS is still a very young game.

Re: Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

#74

In order to balance the game I am working on, I am planning to use a somewhat similar automated system (although its good to note, you can get a very interesting statistical analysis by ignoring the AI and just playing random cards/skills/whatever you are testing against each other). This of course works best if you are selecting two discrete subsets of one superset and playing with card variance (random decks, contr…

The #1 reason I stopped playing the game is because I would do fairly well at the game, get matched with stronger opponents, and subsequently lose because I dont even have the full set of Mage cards while my opponent is pulling legendaries. That kind of a game just isnt fun for me and it happens over and over.

You get matched against people who are winning about as much as you are. The system looks at nothing else. This is the best and really only way to do matchmaking.

If you were kept separate from the rest of the decks how would that work?

(FWIW, my best deck doesn't is the one that doesn't have any legendaries in it anyway, and it got as high as rank 2, 4 stars.)

If you were isolated from decks with legendaries and had a seperate ladder, h

Re: Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

#75
post #74

Earlier quoted context omitted.

The #1 reason I stopped playing the game is because I would do fairly well at the game, get matched with stronger opponents, and subsequently lose because I dont even have the full set of Mage cards while my opponent is pulling legendaries. That kind of a game just isnt fun for me and it happens over and over.

You get matched against people who are winning about as much as you are. The system looks at nothing else. This is the best and really only way to do matchmaking. If you were kept separate from the rest of the decks how would that work? (FWIW, my best deck doesn't is the one that doesn't have any legendaries in it anyway, and it got as high as rank 2, 4 stars.) If you were isolated from decks with legendaries and had…

> If you were isolated from decks with legendaries and had a seperate ladder, h

Offtopic but that reminded me of those decade-old Slashdot posts with the sudden cutoff mid-sentence followed by 'Connection dropped' modem messages.

Re: Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

#76

Does this implement the many completely undocumented corners of the game correctly? Some examples: http://www.reddit.com/r/hearthstone/comments/24tvce/unwritte... Some examples from personal experience: Ongoing effects last until a player could act, not until the minion causing them leaves the battlefield. So if you trade your 2/3 harvest golem for your opponent's 6/2 stormwind commander, they both die, you get a 2/1…

I was confused for a moment on what you meant, but I believe you were referring to the 'Stormwind Champion'.

In the future Naxx release, they will implement a queue to keep track of the timestamp that each creature enters the board. All effect that triggers/depletes from a 'mass death' will take place in the order of each card's timestamp, earliest first.

So for the 2nd example, it depends on which creature came into play first. If Young Priestess, then Imp Master doesn't lose health and you get a 1/1 imp. If Imp Master first, then Imp is spawned and gets buffed but the master dies.

Re: Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

#77
post #76

Does this implement the many completely undocumented corners of the game correctly? Some examples: http://www.reddit.com/r/hearthstone/comments/24tvce/unwritte... Some examples from personal experience: Ongoing effects last until a player could act, not until the minion causing them leaves the battlefield. So if you trade your 2/3 harvest golem for your opponent's 6/2 stormwind commander, they both die, you get a 2/1…

I was confused for a moment on what you meant, but I believe you were referring to the 'Stormwind Champion'. In the future Naxx release, they will implement a queue to keep track of the timestamp that each creature enters the board. All effect that triggers/depletes from a 'mass death' will take place in the order of each card's timestamp, earliest first. So for the 2nd example, it depends on which creature came into…

Whoops!

I am not sure if this will fix young priestess thing - the issue is that the young priestess chooses its target before the imp master uses its ability, but uses its ability after the imp master does.

Re: Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

#78
post #39
post #9

Earlier quoted context omitted.

In the simulator maybe, but according to Blizzard statistics going first has a small advantage (51%-53% winrate in feb 2014: http://www.hearthpwn.com/news/296-developer-interview-with-e... ). It was much greater before the extra card and coin was added.

I don't see anything about The Coin in that interview. Where did you get 51%-53% from?

It's right there

> Ben: It's about three percent better to go first over second.

The 51% was mentioned is in a previous Blizzcon QA

Re: Show HN: HearthSim, an AI and game simulator for Hearthstone Heroes of Warcraft

#79
post #70

Earlier quoted context omitted.

The game I am working on is called Voxel Quest (voxelquest.com). It is a roguelike, not a CCG, but many of the mechanics are inspired by CCG mechanics (Card Hunter is one other game that has taken CCG mechanics outside of its normal environment, although what I'm doing quite a bit different).

I just want to say that I've been following your game and it looks amazing. Really unique. Can't wait for it to be released!

Thanks! Next major update coming this month (hopefully!) :)
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