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  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from Talcos »

    Tame the Earth
    3U
    Instant (Common)
    Detain target player's hands.
    #ROFL!!!! See what I mean? Every so often I get weird stuff that I've never seen before.



    That almost works in SWLCG. If it said capture... but you'd also need to know what objective to capture under.

    Hmm, I wonder how well this would work on some of FFG's various LCGs. Probably pretty badly on Netrunner but might do okay on the one's with less abstraction.

    Quote from scottjhebert »


    This actually has value. Any ability on cards that you activate while they are in your hand would be detained. So things like Cycling, arguably Morph, Forecast, and similar abilities can't be used.


    The rules would have to be updated to allow you to detain non-permanents. Cards in hand aren't permanents are they? Even if they are, it's the hand being targeted so would need to either change card to say, "permanents in that player's hand," or to update Detain to detail what it does when Detaining a player's hand.



    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from Murminki »
    Welp, let it run with the following settings overnight and morning, then created two batches of cards. These were the settings I used

    th train.lua -gpuid -1 -rnn_size 256 -num_layers 3 -seq_length 225 -data_dir data/custom_encoding -checkpoint_dir cv -eval_val_every 1000 -seed 616

    th sample.lua cv/lm_lstm_epoch50.00_0.2571.t7 -gpuid -1 -temperature 0.4 -length 20000 | tee cards_40.txt
    th sample.lua cv/lm_lstm_epoch50.00_0.2571.t7 -gpuid -1 -temperature 0.9 -length 20000 | tee cards_90.txt

    Here are some hand-picked cards from both selections


    spiteful brute (uncommon)
    {5}{R}
    creature ~ beast
    when @ enters the battlefield, it deals 3 damage to each creature and each player.
    (4/4)
    #First card is just a nice thing in any draft I'd say

    rain of shields (common)
    {3}{B}{B}
    sorcery
    destroy target creature. add {G} or {W} to your mana pool. spend this mana only to cast myr spells or activate abilities of artifacts.
    #First of two myr-related cards

    crawling confusion (common)
    {4}{B}
    instant
    destroy target nonblack creature. it can't be regenerated. its controller puts a 1/1 colorless myr artifact creature token onto the battlefield.
    #Second myr-card

    silent assassin (rare)
    {B}{B}
    creature ~ human assassin
    {B}, {T}: target opponent reveals a card at random from his or her hand. you gain life equal to that card's converted mana cost.
    (1/1)
    #An Assassin that gets you life

    spectral shict (uncommon)
    {3}{U}
    instant
    uncast target noncreature spell.
    draw a card.
    #In general, where does uncast come from? It keeps popping up

    returned minotaur (common)
    {3}{R}
    creature ~ minotaur warrior
    when @ enters the battlefield, it deals 8 damage to target creature or player.
    (3/3)
    #Seems an ok common

    liliana's sands (rare)
    {2}{U}{U}
    instant
    until end of turn, all creatures gain "this creature attacks you or a planeswalker you control, reveal the top card of your library. if it's a land card, put it onto the battlefield. otherwise, put it into your hand.
    #It's almost an interesting legal card, but not quite

    viashino sandscout (common)
    {2}{R}
    creature ~ viashino scout
    haste
    at the beginning of your upkeep, if you control twench, put two 1/1 red and green goblin warrior creature tokens onto the battlefield.
    (2/2)
    #twench love

    stormwatch eagle (common)
    {2}{U}
    creature ~ bird
    flying
    when @ enters the battlefield, destroy target nonblack creature.
    {3}, {T}: tap target creature. it can't be regenerated.
    (2/1)
    #Tap, can't be regenerated. The counter to regenerate we've been looking for.




    silent assassin (rare)
    {1}{B}{B}
    creature ~ human assassin
    {T}: destroy target tapped creature.
    (1/1)
    #Royal Assassin reprint

    smoldering tora (uncommon)
    {R}
    instant
    @ deals 1 damage to target creature or player. return @ to its owner's hand at the beginning of the next end step."
    #Random closing", for the rest doesn't seem too bad.

    visions (uncommon)
    {1}{R}{R}
    sorcery
    put two 1/1 red elemental creature tokens onto the battlefield.
    flashback {6}{R}

    tithe to phoen (uncommon)
    {W}
    sorcery
    you gain 2 life for each mointart permanent and you gain X life, where X is the number of cards in your hand.
    #Finally some mointart love

    stroke of the cridver (uncommon)
    {U}
    creature ~ human wizard
    you have no creatures you control.
    (1/2)
    #These are not the creatures you're looking for?

    spike breath (uncommon)
    {2}{R}
    instant
    @ deals 2 damage to target creature. if @ was cast from a creature card at random, that creature gets +7/+6 until end of turn.
    #Almost looks interesting

    serra abomination (mythic rare)
    {4}{W}{W}{B}{B}
    creature ~ archon
    flying
    when @ enters the battlefield, you may search your library for an enchantment card that shares a color with the most common color among nontoken permanents the chosen player controls but is ties from white commander equal to the number of red mana symbols in the revealed card's converted mana cost.
    (4/5)
    #I think a train of thought got derailed here

    flickerforce assassin (uncommon)
    {3}{U}
    creature ~ human wizard
    morph~return a balian creature card from your graveyard to your hand.
    (2/3)
    #Alternate morph cost

    soul libre (rare)
    {X}{X}{R}{R}
    sorcery
    @ deals X damage to target creature or player.
    at the beginning of your upkeep, you may return the damage cards from your graveyard to the battlefield.
    #almost a legal X card

    bronton senginer (uncommon)
    {1}{B}
    creature ~ insect marie
    flying
    threshold ~ as long as seven or more cards are in your graveyard, @ has "whenever a nontoken creature dies, you may put a land card from your hand onto the battlefield. = you draw X cards and you lose X life, where X is your life total.
    (2/1)
    #A great legal X card. And it only has a minor drawback for that draw ability!

    jungle dia (rare)
    {X}{R}{R}
    sorcery
    @ deals X damage divided as you choose among one or two target creatures and/or players.
    And finally, an actual X card.


    Uncast is used for things like "counter target spell" so that there isn't confusion with things like, "+1/+1 counters," etc, I believe.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Oops the RNN made yet another card with an unused X in the mana cost.

    No, wait, that's a newly spoiled BFZ card! Wink


    Well... that actually works, right? Minimum 2/2 but can be a 5/5?
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from Elseleth »
    Quick question: when running the sample script, I get a warning about no seed text even if I supply a "-seed" parameter. Is that normal? (Totally unrelated?)

    EDIT: Interesting thing while perusing a dump from the same net as Sudden Canophation above. Does the final clause there work?

    Thraben Mist (uncommon)
    1
    Artifact
    2,T: Put a charge counter on Thraben Mist.
    T, remove a charge counter from Thraben Mist: put a 2/2 green Wolf creature token onto the battlefield tapped and attacking or blocking.

    EDIT 2: Bwahaha. I have a flying Goblin Warrior named "Pony Battlemage". XD


    I believe there's no issue in the rules for a card to be put into play in a state such as attacking. I think it is supposed to limit when you can use such an effect to only the attack phase, though. Ninjitsu works in a similar way, as do a handful of other cards. A good comparison with a token would be Alesha, Who Smiles at Death."
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Does copying Phage cause you to lose the game or is it allowed since it's already on the battlefield?
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Lightning Standard {2}{w}
    Creature 2/2 — Human Soldier
    [Infect]
    Whenever Lightning Standard blocks or becomes blocked by a creature, Lightning Standard becomes a copy of that creature until end of turn.

    I believe that is a new use of the copy mechanic and I think it's quite novel. I rather like it.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from Wickercabra »
    Quote from Talcos »
    Grand Theft
    3UR
    Sorcery (Rare)
    Buyback 3
    Search target opponent's library for a creature card with converted mana cost 7 or greater, reveal it, put it into your hand, then shuffle your library.
    #The network is convinced that this is a legal action. This is not the first card that has you steal cards from an opponent and put them into your hand or library.


    Doesn't 101.1 mean that if the card says you can do it, it is legal?


    It might be but it is unlikely such a card will see print in an official manner. Possibly in an unhinged style set.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from maplesmall »
    Ah, so... one very important thing: any input (prepend text, append text, any of those optional parameters) into the sample_hs.lua files (whatever version) CANNOT have capital letters anywhere, it must all be lower case (since that's the input the neural network is trained on). That is what kept giving me the error croxis has above, I think. Try without capitals, and it might be better.


    ! Trying it again!

    That was exactly the problem.

    I'm finding a lot of cards where they're trying to set the "total power" of the cards.

    heartwood rampage (common)
    {3}{R}
    instant
    kobolds you control have total power 5 or greater.
    destroy target creature with power 4 or less.
    ~~~~~~~~
    thornbite blessing (uncommon)
    {5}{G}
    instant
    kobolds you control have total power 7 or greater.
    draw a card.
    ~~~~~~~~
    soul surge (common)
    {1}{W}
    instant
    kobolds you control have total power 5 or greater.
    exile the top card of your library.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    I guess I don't get the Croxis interface. I've tried to put "Kobolds you control have" in the prepend text a few times and I get no cards with that back from it. I also tried it with goblins.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from TheP3 »

    war~crap rebound (uncommon)
    {1}{R}
    instant
    War~Crap Rebound deals 2 damage to target creature or player. after this main phase, there is an additional combat phase. then if a creature died this turn, return War~Crap Rebound to the battlefield.
    #Heh. 'War~crap.'
    #Though, if returning a non-permanent card to the battlefield is to be interpreted as recasting the spell there may be some balance issues.


    Easy to fix so that it's interesting, though. Probably drop the damage off of it and have the "die" triggered on that combat phase. Also, make it a sorcery.

    After this phase, there is an additional combat phase. Then, if a creature died during that combat phase, you may cast a copy of War~Crap Rebound again without paying it's mana cost.

    Something like that. Also, cost is too low.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from Xenus_Paradox »
    skeleton
    graveyard


    Lulz.

    I think it's a very cool idea that could lead to some very haunting interactions.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    I do have to say I love the idea of a Traveling Barbarian.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Grave Begonerator is also one of the best names these NN have come up with.

    Sadly, it is not a creature that exiles a graveyard, as it rightly should be.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    What are the minimum requirements to get this running to some extent?
    For instance, I've got an old Acer Chromebook I could get Ubuntu running on, don't use it for much anymore (screen's too small for much work).

    Underwhelming Specs: Intel Celeron 2955U Dual-core 1.40 GHz 11.6" HD (1366 x 768) 16:9 Intel HD Graphics with Shared Memory 2 GB, DDR3L SDRAM 16 GB SSD
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from CausalGamer »
    Hi! This project is truly epic, and blows any previous computer-generated cards out of the water.

    The most impressive thing to me is that the network comes up with great names (hilarious and/or fitting to the card).

    Has anyone tried having the network generate flavor texts?


    I'm sure that could be done, similarly to the Shakespeare RNNs that have been run before to produce similar works. You'd feed the flavor text of all cards in and see what it produces.

    I'm not sure if it would work well while producing the rules text at the same time, though. You'd likely get flavor text and rules text spliced together.
    Posted in: Custom Card Creation
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