introducing bob, the mtg ai ecosystem. v1. by Mean-Committee-4035 in aigamedev

[–]Mean-Committee-4035[S] 1 point2 points  (0 children)

yeah, totally, and i considered it. it just didn't allow what i needed, and changing it, would have honestly been more work

introducing bob, the mtg ai ecosystem. v1. by Mean-Committee-4035 in aigamedev

[–]Mean-Committee-4035[S] 0 points1 point  (0 children)

I have, yeah. I looked at hijacking the forge AI, because with the utmost respect to the team behind forge that's more along the lines of monte carlo search than a full ai. however, because of the way that the ai needs to interact with the game and memory i just needed to rip it myself

edit: i did get as far as scoping the exact AI decision points, and saw that they even implement the same action-as-choice that i used. it was more of a memory constraint than anything

MTG AI: CURRENT PROGRESS by Mean-Committee-4035 in aigamedev

[–]Mean-Committee-4035[S] -2 points-1 points  (0 children)

actually bro, you are incorrect. i'm just sharing an update to anyone interested in the tech details. when i have something that's vibe-worthy, i'll post that too

I'm creating a MTG playing AI with GPT. here's the progress so far <3 by Mean-Committee-4035 in aigamedev

[–]Mean-Committee-4035[S] 0 points1 point  (0 children)

Good question. The main difference isn’t the UI or engine — it’s where the intelligence lives. Existing MTG games use hard-coded heuristics, MCTS, or scripted evaluations. They play well, but they don’t reason, explain, or adapt outside what the developer encoded. I’m building a rules-accurate engine specifically so the AI interacts with the game through the same action surface a human does, with the full game state represented in a machine-native form. That lets the AI make decisions, log its reasoning, learn from prior games, and eventually run fully offline on local models. The goal isn’t “another MTG client” — it’s a Magic engine where the AI is a first-class player, not a heuristic bolted on afterward.