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1 year ago ::
Apr 19, 2012 - 1:01AM
#1
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Date Joined:
Dec 15, 2011
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ABSTRACT:
By use of evolution I am changing a prototype deck into something better. No human deckdesign is involved except from the prototype deck.
PROTOTYPE DECK: 4 plains 4 islands 4 swamps 4 mountains 4 forest 4 barrenton cragtreads 4 mudbrawler raiders 4 sootwalkers 4 ravens run dragoon 4 wanderbrine rootcutters 4 æthertow 4 barkshell blessing 4 giant baiting 4 memory sluice 4 traitors roar ------------------------------------------------- Please note that the prototype deck has been chosen for several reasons.
1 It's manabalance is really bad. most of the time all the colorwalkers are the wrong color early in the game.
2 The colorwalkers have some synergy with the conspire spells, and they also make blocking a real hard thing to figure out since all decks have dualcolored creatures.
3 Using 5 colors means that initial decks may evolve in all 5 color-directions. ------------------------------------------------- A population of 36 decks are used, the number is higher than previous evolutionary projects I have created by using reallife cards and games. Last project used only 20 decks and worked very well. It's still a low number, but with this amount a single generation takes a week to run.
The genepool consists of all hybrid colored common cards and all common basic lands from exodus and up.
I will play through the decks physically, and will make all play-decisions myself. This project involves no computers and no simulations except maybe the system of pairing decks and picking out the mutations.
The project will run through 10 generations... **************************************** If there's interrest enough in this post I will post the 5 first generations, and then if interrest is still there I will post the last 5 generations as well.
If there is no interrest the post will simply die!
That's a promise.
However, by no interrest I mean that absolutelly noone want's to see more of it.
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1 year ago ::
Apr 19, 2012 - 1:18AM
#2
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Date Joined:
Sep 27, 2005
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Why not make a post to try to explain why this process is beneficial over intelligent design?
Level 2 Magic JudgeLite a man a fire, warm him for a day. Light a man on fire, warm him for the rest of his life.
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1 year ago ::
Apr 19, 2012 - 2:14AM
#3
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- Celestial Teapots are broken!
Date Joined:
Feb 24, 2007
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If you mean that you'll simultaneously play both sides of each game, that's a problem. The hidden information is a significant part of the game. If each side has both access to information about the other side's hand and full knowledge about the other side's game plan, that rather skews the results. It's also very difficult to remain impartial and objective.
Also, with that small a breeding population and that low a number of generations, the number of possibilities explored are completely insignificant. Even though you're spending ten times "several weeks", the result will still be really bad and uninteresting. Genetic algorithms have the potential to efficiently explore the state space and find the peaks without human intervention. What you're proposing is to spend a lot of human effort in order to make a few tiny steps along the state space.
Also, I have no idea what you mean with that "from exodus and up". Hybrid cards were printed only in Ravnica block and Shadowmoor block (unless you count the handful of Alara Reborn gold-hybrids), and the basic lands are just basic lands (there aren't any hybrid cards that care about the distinction between snow and non-snow lands).
Also, you haven't actually said how you intend to create successive generations.
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1 year ago ::
Apr 19, 2012 - 7:52AM
#4
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Date Joined:
Feb 18, 2010
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Why not make a post to try to explain why this process is beneficial over intelligent design?
Well it's not, since there's no way you can make it evolve faster than a metagame, even if you could do it fast enough to get a strong deck. It's more just to say you can do it, I'd imagine.
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1 year ago ::
Apr 19, 2012 - 10:39AM
#5
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Date Joined:
Sep 22, 2008
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Fatal flaws Not 3-of Completely partial (human decision isnt just used for the deck creation, it's used for EVERYTHING, from deck making to deck playing and you can skew the results anyway you want. Not reproducable, because there's so much human decisions, so it doesnt hold any scientific value
What's the point of your little experiment? That you can prove that you can make a partial attempt at a simulation? That you can improve an HORRIBLE deck into something less horrible? We all can do that...
But I want to see the results because you will not be busy posting stupid stuff on the forum while you are playing those games.
I love trolls  Dont hate me because I'm blunt and you cannot handle it
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1 year ago ::
Apr 19, 2012 - 11:01AM
#6
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Date Joined:
Feb 18, 2010
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I think it's interesting. It's worthless, but it's neat to see genetic algorithms at work.
I've had the idea of a genetic cube (every time it's drafted the last picks are replaced by random cards), so this isn't too far off.
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1 year ago ::
Apr 19, 2012 - 11:07AM
#7
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Date Joined:
Sep 22, 2008
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Also for the sake of it....
WHAT ARE THE PARAMETERS OF YOUR EXPERIMENT?????????
How do you make choices on what goes and what stay and what replace what?
You know those things you've failed over and over and over and over and over and over and over and over and over again to explain.
I love trolls  Dont hate me because I'm blunt and you cannot handle it
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1 year ago ::
Apr 19, 2012 - 5:02PM
#8
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Also for the sake of it....
WHAT ARE THE PARAMETERS OF YOUR EXPERIMENT?????????
How do you make choices on what goes and what stay and what replace what?
You know those things you've failed over and over and over and over and over and over and over and over and over again to explain.
He has to mate the decks
I'm sure he's posted the specifics many many times, but the ORCs simply remove it for vulgarity.
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1 year ago ::
Apr 19, 2012 - 5:45PM
#9
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Date Joined:
Mar 15, 2009
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Why not make a post to try to explain why this process is beneficial over intelligent design?
This is the best post I've seen on the forums in a while...
The process of making decks is already a bit like evolution, as people play the best netdecks more often and bad decks fall by the wayside. We don't see Red Deck Wins or mono-blue Illusions anymore, because people stopped playing them. People refine the best builds of Zombies, and choose the number of various cards they run based on which decks are succeeding.
Rather than waste time on entirely blind evolution, WickedDarkMan, I think you would be better off trying to catalogue the subtle differences between decks that people enter in tournaments and see which ones are best.
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1 year ago ::
Apr 20, 2012 - 12:31AM
#10
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Date Joined:
Dec 15, 2011
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LEFTCONSIN: Id' prefer to call it emotional intelligence because humans are more emotionally involved in the cardpicks than logical. Intelligent design is reserved for "heavier" entities  And there's only one real good reason for running something made by evolution, and that is because it picks something humans would never think of, like fungosaur+unstable mutation or orcish oriflame+prodigal sorcerer. With other words it may come with some fun and refreshing ideas. ADEYKE: I play both sides because no computer can play magic at that level. During games I set up rules for the behavior of playing specific cards so I can avoid being biased as much as possible, and I have been doing this a lot and have trained myself to be as neutral as possible regarding the designs. I have run such projects with populations as low as 20 decks, and in the oldest project evolution managed to produce something that killed at an average of turn 6, while the core deck started with an average of killing turn 10. (Against goldfishes, just for a measure of speed) That project achieved that within 10 generations, but the cardpool had a lot of good cards mixed in between it. It was not hybrid cards alone, it was including all common multicolored, and artifacts. How the spawning of new decks happens will probably be covered by the old articles. If not, yell like a troll and I'll try to go into the details with you. SLEETFOX: I have been trying to figure out how fast I can run such projects, just to see if I could create something in standard, but so far I'm involved with another project using the top 500 legacycards that was listed at a time. The reason for running it is to study rates of mutations and how many mutations will be best. But one day I will try with standard, based on my experiences with projects like this. MOIMOI: For the sake of speeding up this type of projects I chose to go with 4 of each a long time ago, but this is something I might investigate one day, seting up a 4 of each vs 3 of each project just to get the damn answer of what we've discussed so much  I used a cardpool (Which will be mentioned in the article) which I wrote into a program that would print out cards at random so whenever there would be a mutation I would get the location (set 1-15 in the deck) and a cardname. The 4 cards at that location would then be replaced by the randomly chosen card. Just for the sake of doing it right I went for ALL the mutlicolors and artifacts involved, even the crappiest of them all. But details will be in the main-post. If not yell like you use to and I will vaguely try to answer ALL your questions, and probably fail at it  MTGKAOSHIN: The winning deck "spawns" it's offspring. No problems with orcs  CHAMALE: I was interrested in how much blind evolution could achieve more than in taking it to tournaments. I did some tournaments just to try it out and lost a lot. Reactions from players I met was quite funny when they were told that the deck was made by evolution. I had to explain the process a lot of times throughout that day...
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